Bind updating of EXPBar in code
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0c90ade615
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Content/Player/BP_PlayerController.uasset (Stored with Git LFS)
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Content/Player/BP_PlayerController.uasset (Stored with Git LFS)
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Content/Widgets/HUD/BP_HUDWidget.uasset (Stored with Git LFS)
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Content/Widgets/HUD/BP_HUDWidget.uasset (Stored with Git LFS)
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@ -4,6 +4,7 @@
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#include "VampirePlayerController.h"
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#include "EXPComponent.h"
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#include "HealthComponent.h"
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#include "Blueprint/UserWidget.h"
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#include "Widgets/HUDWidget.h"
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@ -15,6 +16,12 @@ void AVampirePlayerController::OnPossess(APawn* aPawn)
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{
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currentPlayerHUD = CreateWidget<UHUDWidget, AVampirePlayerController*>(this, PlayerHUD.Get());
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if (UEXPComponent* expComponent = aPawn->GetComponentByClass<UEXPComponent>())
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{
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expComponent->OnEXPGained.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerEXPHUD);
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UpdatePlayerEXPHUD(expComponent->GetCurrentEXP(), expComponent->GetCurrentLevelPercent());
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}
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if (currentPlayerHUD)
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{
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currentPlayerHUD->AddToViewport();
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@ -22,3 +29,10 @@ void AVampirePlayerController::OnPossess(APawn* aPawn)
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}
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}
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void AVampirePlayerController::UpdatePlayerEXPHUD(int exp, float currentLevelPercent)
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{
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if (currentPlayerHUD)
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{
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currentPlayerHUD->UpdateEXPBar(currentLevelPercent);
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}
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}
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@ -27,4 +27,6 @@ private:
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protected:
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virtual void OnPossess(APawn* aPawn) override;
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UFUNCTION()
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void UpdatePlayerEXPHUD(int exp, float currentLevelPercent);
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};
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@ -3,3 +3,21 @@
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#include "HUDWidget.h"
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#include "Components/ProgressBar.h"
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void UHUDWidget::Init()
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{
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}
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void UHUDWidget::UpdateEXPBar(float currentLevelPercent)
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{
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EXPbar->SetPercent(currentLevelPercent);
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}
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void UHUDWidget::UpdateLevelBlock()
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{
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}
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void UHUDWidget::UpdateTimerBlock()
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{
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}
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@ -27,4 +27,15 @@ public:
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UTextBlock* TimerBLock;
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void Init();
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UFUNCTION()
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void UpdateEXPBar(float currentLevelPercent);
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UFUNCTION()
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void UpdateLevelBlock();
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UFUNCTION()
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void UpdateTimerBlock();
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};
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