Add Quit Button functionality
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Content/UI/Pause/PauseMenu.uasset (Stored with Git LFS)
BIN
Content/UI/Pause/PauseMenu.uasset (Stored with Git LFS)
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@ -110,7 +110,19 @@ void UPauseUIWidget::SaveButtonOnClicked()
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void UPauseUIWidget::QuitButtonOnClicked()
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void UPauseUIWidget::QuitButtonOnClicked()
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{
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{
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// TODO: Implement Functionality
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// TODO: Replace this is a menu to confirm the user wants to start a new game
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if (!MainMenuLevel.IsNull())
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{
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UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), MainMenuLevel);
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}
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if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
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{
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UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(PlayerController, this, EMouseLockMode::LockAlways);
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PlayerController->bShowMouseCursor = true;
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}
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SetIsFocusable(true);
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}
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}
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void UPauseUIWidget::ExitGameButtonOnClicked()
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void UPauseUIWidget::ExitGameButtonOnClicked()
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@ -51,6 +51,9 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSubclassOf<class UUserWidget> OptionsMenuWidget;
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TSubclassOf<class UUserWidget> OptionsMenuWidget;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSoftObjectPtr<UWorld> MainMenuLevel;
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private:
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private:
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UOptionsUIWidget* currentOptionsMenuWidget;
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UOptionsUIWidget* currentOptionsMenuWidget;
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