Add Hovered and Unhovered bindings
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Content/Widgets/LevelUp/BP_LevelUpWidget.uasset
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Content/Widgets/LevelUp/BP_LevelUpWidget.uasset
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@ -20,6 +20,8 @@ void ULevelUpWidget::NativeConstruct()
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if (ResumeButton)
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{
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ResumeButton->OnClicked.AddUniqueDynamic(this, &ULevelUpWidget::ResumeButtonClicked);
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ResumeButton->OnHovered.AddUniqueDynamic(this, &ULevelUpWidget::ResumeButtonOnHovered);
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ResumeButton->OnUnhovered.AddUniqueDynamic(this, &ULevelUpWidget::ResumeButtonOnUnhovered);
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}
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if (UpgradesListView)
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@ -91,6 +93,8 @@ void ULevelUpWidget::NativeConstruct()
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void ULevelUpWidget::ResumeButtonClicked()
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{
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PlayClickedSound();
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RemoveFromParent();
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if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
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@ -102,3 +106,15 @@ void ULevelUpWidget::ResumeButtonClicked()
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SetIsFocusable(false);
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}
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void ULevelUpWidget::ResumeButtonOnHovered()
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{
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SetTextBlockHovered(ResumeTextBlock);
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PlayHoveredSound();
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}
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void ULevelUpWidget::ResumeButtonOnUnhovered()
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{
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SetTextBlockUnhovered(ResumeTextBlock);
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PlayUnhoveredSound();
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}
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@ -3,7 +3,7 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Blueprint/UserWidget.h"
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#include "VampireInteractiveWidget.h"
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#include "LevelUpWidget.generated.h"
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class UUpgradeButtonDataObject;
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@ -13,13 +13,16 @@ class UButton;
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*
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*/
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UCLASS(Blueprintable)
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class VAMPIRES_API ULevelUpWidget : public UUserWidget
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class VAMPIRES_API ULevelUpWidget : public UVampireInteractiveWidget
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{
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GENERATED_BODY()
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protected:
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UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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UButton* ResumeButton;
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TObjectPtr<UButton> ResumeButton;
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UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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TObjectPtr<UTextBlock> ResumeTextBlock;
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UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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UListView* UpgradesListView;
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@ -29,4 +32,10 @@ protected:
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private:
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UFUNCTION()
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void ResumeButtonClicked();
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UFUNCTION()
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void ResumeButtonOnHovered();
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UFUNCTION()
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void ResumeButtonOnUnhovered();
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};
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