Implement basic Level Up UI
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								Content/Player/BP_PlayerCharacter.uasset
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								Content/Player/BP_PlayerCharacter.uasset
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								Content/Player/BP_PlayerController.uasset
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								Content/Player/BP_PlayerController.uasset
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								Content/Widgets/LevelUp/BP_LevelUpWidget.uasset
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								Content/Widgets/LevelUp/BP_LevelUpWidget.uasset
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							@ -12,6 +12,7 @@
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#include "Blueprint/WidgetBlueprintLibrary.h"
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#include "Kismet/GameplayStatics.h"
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#include "Widgets/HUDWidget.h"
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#include "Widgets/LevelUpWidget.h"
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#include "Widgets/PauseWidget.h"
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void AVampirePlayerController::OnPossess(APawn* aPawn)
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@ -34,6 +35,7 @@ void AVampirePlayerController::OnPossess(APawn* aPawn)
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		{
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			expComponent->OnEXPGained.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerEXPHUD);
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			expComponent->OnEXPLevelUp.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerLevelHUD);
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			expComponent->OnEXPLevelUp.AddUniqueDynamic(this, &AVampirePlayerController::ShowLevelUpScreen);
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			UpdatePlayerEXPHUD(expComponent->GetCurrentEXP(), expComponent->GetCurrentLevelPercent());
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			UpdatePlayerLevelHUD(expComponent->GetCurrentLevel());
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		}
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@ -94,9 +96,9 @@ void AVampirePlayerController::OnPause(const FInputActionValue& PauseInput)
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		}
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	}
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	if (SetPause(true))
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	{
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	if (PauseUI)
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	{
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		if (SetPause(true))
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		{
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			currentPauseUI = CreateWidget<UPauseWidget, AVampirePlayerController*>(this, PauseUI.Get());
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			if (currentPauseUI)
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@ -117,6 +119,35 @@ void AVampirePlayerController::UpdatePlayerEXPHUD(int exp, float currentLevelPer
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	}
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}
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void AVampirePlayerController::ShowLevelUpScreen(int level)
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{
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	APawn* pawn = GetPawn();
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	if (!pawn)
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	{
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		return;
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	}
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	UEXPComponent* expComponent = pawn->GetComponentByClass<UEXPComponent>();
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	if (!expComponent || expComponent->GetCurrentLevel() == 0)
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	{
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		return;
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	}
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	if (LevelUpUI)
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	{
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		if (SetPause(true))
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		{
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			currentLevelUpUI = CreateWidget<ULevelUpWidget, AVampirePlayerController*>(this, LevelUpUI.Get());
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			if (currentLevelUpUI)
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			{
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				currentLevelUpUI->AddToViewport();
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				UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(this, currentLevelUpUI, EMouseLockMode::LockInFullscreen);
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				bShowMouseCursor = true;
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			}
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		}		
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	}
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}
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void AVampirePlayerController::UpdatePlayerLevelHUD(int level)
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{
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	if (currentPlayerHUD)
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@ -6,6 +6,7 @@
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#include "GameFramework/PlayerController.h"
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#include "VampirePlayerController.generated.h"
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class ULevelUpWidget;
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class UPauseWidget;
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struct FInputActionValue;
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class UInputAction;
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@ -26,6 +27,9 @@ public:
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	UPROPERTY(EditAnywhere, BlueprintReadWrite)
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	TSubclassOf<UPauseWidget> PauseUI = nullptr;
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	UPROPERTY(EditAnywhere, BlueprintReadWrite)
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	TSubclassOf<ULevelUpWidget> LevelUpUI = nullptr;
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	// Inputs	
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	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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	UInputAction* MovementAction;
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@ -39,6 +43,8 @@ private:
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	TObjectPtr<UPauseWidget> currentPauseUI = nullptr;
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	TObjectPtr<ULevelUpWidget> currentLevelUpUI = nullptr;
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	FTimerHandle pawnLifeTimeHandle;
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protected:
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@ -57,6 +63,9 @@ protected:
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	UFUNCTION()
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	void UpdatePlayerEXPHUD(int exp, float currentLevelPercent);
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	UFUNCTION()
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	void ShowLevelUpScreen(int level);
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	UFUNCTION()
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	void UpdatePlayerLevelHUD(int level);
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										34
									
								
								Source/vampires/Widgets/LevelUpWidget.cpp
									
									
									
									
									
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										34
									
								
								Source/vampires/Widgets/LevelUpWidget.cpp
									
									
									
									
									
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							@ -0,0 +1,34 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "LevelUpWidget.h"
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#include "Blueprint/WidgetBlueprintLibrary.h"
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#include "Components/Button.h"
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#include "Kismet/GameplayStatics.h"
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void ULevelUpWidget::NativeConstruct()
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{
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	Super::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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	}
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	SetIsFocusable(true);
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}
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void ULevelUpWidget::ResumeButtonClicked()
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{
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	RemoveFromParent();
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	if (APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
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	{
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		UWidgetBlueprintLibrary::SetInputMode_GameOnly(playerController);
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		playerController->bShowMouseCursor = false;
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		playerController->SetPause(false);
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	}
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	SetIsFocusable(false);
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}
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								Source/vampires/Widgets/LevelUpWidget.h
									
									
									
									
									
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										30
									
								
								Source/vampires/Widgets/LevelUpWidget.h
									
									
									
									
									
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							@ -0,0 +1,30 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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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 "LevelUpWidget.generated.h"
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class UButton;
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/**
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 * 
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 */
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UCLASS()
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class VAMPIRES_API ULevelUpWidget : public UUserWidget
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{
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	GENERATED_BODY()
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public:
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	UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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	UButton* ResumeButton;
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	virtual void NativeConstruct() override;
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private:
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	UFUNCTION()
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	void ResumeButtonClicked();
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};
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@ -25,8 +25,6 @@ void UPauseWidget::NativeConstruct()
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void UPauseWidget::ResumeButtonClicked()
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{
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	//TODO: Implementation
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	RemoveFromParent();
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	if (APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
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