Implement basic Level Up UI

This commit is contained in:
baz 2025-01-25 20:55:35 +00:00
parent 6340639844
commit 773338e912
8 changed files with 113 additions and 8 deletions

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Content/Player/BP_PlayerCharacter.uasset (Stored with Git LFS)

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Content/Player/BP_PlayerController.uasset (Stored with Git LFS)

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Content/Widgets/LevelUp/BP_LevelUpWidget.uasset (Stored with Git LFS) Normal file

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@ -12,6 +12,7 @@
#include "Blueprint/WidgetBlueprintLibrary.h"
#include "Kismet/GameplayStatics.h"
#include "Widgets/HUDWidget.h"
#include "Widgets/LevelUpWidget.h"
#include "Widgets/PauseWidget.h"
void AVampirePlayerController::OnPossess(APawn* aPawn)
@ -34,6 +35,7 @@ void AVampirePlayerController::OnPossess(APawn* aPawn)
{
expComponent->OnEXPGained.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerEXPHUD);
expComponent->OnEXPLevelUp.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerLevelHUD);
expComponent->OnEXPLevelUp.AddUniqueDynamic(this, &AVampirePlayerController::ShowLevelUpScreen);
UpdatePlayerEXPHUD(expComponent->GetCurrentEXP(), expComponent->GetCurrentLevelPercent());
UpdatePlayerLevelHUD(expComponent->GetCurrentLevel());
}
@ -94,9 +96,9 @@ void AVampirePlayerController::OnPause(const FInputActionValue& PauseInput)
}
}
if (SetPause(true))
if (PauseUI)
{
if (PauseUI)
if (SetPause(true))
{
currentPauseUI = CreateWidget<UPauseWidget, AVampirePlayerController*>(this, PauseUI.Get());
if (currentPauseUI)
@ -117,6 +119,35 @@ void AVampirePlayerController::UpdatePlayerEXPHUD(int exp, float currentLevelPer
}
}
void AVampirePlayerController::ShowLevelUpScreen(int level)
{
APawn* pawn = GetPawn();
if (!pawn)
{
return;
}
UEXPComponent* expComponent = pawn->GetComponentByClass<UEXPComponent>();
if (!expComponent || expComponent->GetCurrentLevel() == 0)
{
return;
}
if (LevelUpUI)
{
if (SetPause(true))
{
currentLevelUpUI = CreateWidget<ULevelUpWidget, AVampirePlayerController*>(this, LevelUpUI.Get());
if (currentLevelUpUI)
{
currentLevelUpUI->AddToViewport();
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(this, currentLevelUpUI, EMouseLockMode::LockInFullscreen);
bShowMouseCursor = true;
}
}
}
}
void AVampirePlayerController::UpdatePlayerLevelHUD(int level)
{
if (currentPlayerHUD)

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@ -6,6 +6,7 @@
#include "GameFramework/PlayerController.h"
#include "VampirePlayerController.generated.h"
class ULevelUpWidget;
class UPauseWidget;
struct FInputActionValue;
class UInputAction;
@ -26,6 +27,9 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<UPauseWidget> PauseUI = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<ULevelUpWidget> LevelUpUI = nullptr;
// Inputs
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* MovementAction;
@ -38,6 +42,8 @@ private:
TObjectPtr<UHUDWidget> currentPlayerHUD = nullptr;
TObjectPtr<UPauseWidget> currentPauseUI = nullptr;
TObjectPtr<ULevelUpWidget> currentLevelUpUI = nullptr;
FTimerHandle pawnLifeTimeHandle;
@ -57,6 +63,9 @@ protected:
UFUNCTION()
void UpdatePlayerEXPHUD(int exp, float currentLevelPercent);
UFUNCTION()
void ShowLevelUpScreen(int level);
UFUNCTION()
void UpdatePlayerLevelHUD(int level);

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@ -0,0 +1,34 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "LevelUpWidget.h"
#include "Blueprint/WidgetBlueprintLibrary.h"
#include "Components/Button.h"
#include "Kismet/GameplayStatics.h"
void ULevelUpWidget::NativeConstruct()
{
Super::NativeConstruct();
if (ResumeButton)
{
ResumeButton->OnClicked.AddUniqueDynamic(this, &ULevelUpWidget::ResumeButtonClicked);
}
SetIsFocusable(true);
}
void ULevelUpWidget::ResumeButtonClicked()
{
RemoveFromParent();
if (APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
{
UWidgetBlueprintLibrary::SetInputMode_GameOnly(playerController);
playerController->bShowMouseCursor = false;
playerController->SetPause(false);
}
SetIsFocusable(false);
}

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@ -0,0 +1,30 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "LevelUpWidget.generated.h"
class UButton;
/**
*
*/
UCLASS()
class VAMPIRES_API ULevelUpWidget : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
UButton* ResumeButton;
virtual void NativeConstruct() override;
private:
UFUNCTION()
void ResumeButtonClicked();
};

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@ -25,8 +25,6 @@ void UPauseWidget::NativeConstruct()
void UPauseWidget::ResumeButtonClicked()
{
//TODO: Implementation
RemoveFromParent();
if (APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))