Make Game Over Widget a VampireInteractiveWidget
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Content/Widgets/GameOver/BP_GameOverWidget.uasset
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Content/Widgets/GameOver/BP_GameOverWidget.uasset
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@ -16,6 +16,13 @@ void UGameOverWidget::NativeConstruct()
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if (ReturnButton)
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{
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ReturnButton->OnClicked.AddUniqueDynamic(this, &UGameOverWidget::ReturnButtonClicked);
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ReturnButton->OnClicked.AddUniqueDynamic(this, &UGameOverWidget::PlayClickedSound);
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ReturnButton->OnHovered.AddUniqueDynamic(this, &UGameOverWidget::PlayHoveredSound);
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ReturnButton->OnHovered.AddUniqueDynamic(this, &UGameOverWidget::ReturnTextBlockHoveredDelegate);
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ReturnButton->OnUnhovered.AddUniqueDynamic(this, &UGameOverWidget::ReturnTextBlockUnhoveredDelegate);
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ReturnButton->OnUnhovered.AddUniqueDynamic(this, &UGameOverWidget::PlayUnhoveredSound);
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}
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}
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@ -3,6 +3,7 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "VampireInteractiveWidget.h"
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#include "Blueprint/UserWidget.h"
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#include "GameOverWidget.generated.h"
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@ -12,7 +13,7 @@ class UButton;
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*
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*/
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UCLASS()
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class VAMPIRES_API UGameOverWidget : public UUserWidget
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class VAMPIRES_API UGameOverWidget : public UVampireInteractiveWidget
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{
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GENERATED_BODY()
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@ -20,6 +21,9 @@ protected:
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UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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TObjectPtr<UButton> ReturnButton;
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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TObjectPtr <UTextBlock> ReturnBlock;
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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TObjectPtr <UTextBlock> LevelBlock;
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@ -40,4 +44,10 @@ public:
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private:
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UFUNCTION()
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void ReturnButtonClicked();
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UFUNCTION()
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void ReturnTextBlockHoveredDelegate() { SetTextBlockHovered(ReturnBlock); }
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UFUNCTION()
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void ReturnTextBlockUnhoveredDelegate() { SetTextBlockUnhovered(ReturnBlock); }
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};
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