Add Health and Gold Options to Level Up menu when there are no upgrades left

This commit is contained in:
baz 2025-02-05 23:05:16 +00:00
parent 2d11a5c5bc
commit 804597fbff
5 changed files with 96 additions and 19 deletions

View File

@ -8,7 +8,6 @@
#include "Components/ListView.h"
#include "Kismet/GameplayStatics.h"
#include "UpgradeButtonDataObject.h"
#include "EntitySystem/MovieSceneEntitySystemRunner.h"
#include "GameFramework/Character.h"
#include "vampires/VampireCharacter.h"
#include "vampires/Weapon.h"
@ -25,11 +24,17 @@ void ULevelUpWidget::NativeConstruct()
if (UpgradesListView)
{
ACharacter* Player = Cast<AVampireCharacter>( UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
if (!Player) return;
ACharacter* Player = Cast<AVampireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
if (!Player)
{
return;
}
UWeaponInventoryComponent* InventoryComponent = Player->GetComponentByClass<UWeaponInventoryComponent>();
if (!InventoryComponent) return;
if (!InventoryComponent)
{
return;
}
TArray<AWeapon*> Inventory = InventoryComponent->GetInventory();
TArray<UUpgradeButtonDataObject*> upgradeItems;
@ -46,6 +51,23 @@ void ULevelUpWidget::NativeConstruct()
}
}
if (upgradeItems.Num() == 0)
{
UUpgradeButtonDataObject* tempHealth = NewObject<UUpgradeButtonDataObject>(this);
tempHealth->SetData(FText::FromString("Health"),
FText::FromString("Recover 10% of your health"),
nullptr,
this);
upgradeItems.Add(tempHealth);
UUpgradeButtonDataObject* tempGold = NewObject<UUpgradeButtonDataObject>(this);
tempGold->SetData(FText::FromString("Gold"),
FText::FromString("Gain 10 gold"),
nullptr,
this);
upgradeItems.Add(tempGold);
}
UpgradesListView->SetListItems(upgradeItems);
}
SetIsFocusable(true);

View File

@ -26,3 +26,12 @@ void UUpgradeButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon, UUserWidget*
Parent = parent;
}
}
void UUpgradeButtonDataObject::SetData(FText weaponName, FText description, TObjectPtr<UTexture2D> weaponIcon,
UUserWidget* parent)
{
WeaponName = weaponName;
Description = description;
WeaponIcon = weaponIcon;
Parent = parent;
}

View File

@ -36,4 +36,5 @@ public:
void SetData(AWeapon* Weapon, UUserWidget* parent);
void SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* parent);
void SetData(FText weaponName, FText description, TObjectPtr<UTexture2D> weaponIcon, UUserWidget* parent);
};

View File

@ -9,9 +9,10 @@
#include "Components/Image.h"
#include "Components/TextBlock.h"
#include "Kismet/GameplayStatics.h"
#include "Kismet/KismetSystemLibrary.h"
#include "vampires/Weapon.h"
#include "UObject/UObjectBase.h"
#include "vampires/GoldComponent.h"
#include "vampires/HealthComponent.h"
void UUpgradeButtonWidget::NativeConstruct()
{
@ -31,14 +32,22 @@ void UUpgradeButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
if (Item->WeaponInstance != nullptr)
{
UpgradeType = EUpgradeType::Upgrade;
UpgradeType = Upgrade;
WeaponInstance = Item->WeaponInstance;
}
else if (Item->WeaponTemplate != nullptr)
{
UpgradeType = EUpgradeType::NewWeapon;
UpgradeType = NewWeapon;
WeaponTemplate = Item->WeaponTemplate;
}
else if (Item->WeaponName.ToString() == "Health")
{
UpgradeType = Health;
}
else if (Item->WeaponName.ToString() == "Gold")
{
UpgradeType = Gold;
}
if (Body)
@ -48,26 +57,54 @@ void UUpgradeButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
}
switch (UpgradeType) {
switch (UpgradeType)
{
case Upgrade:
UpgradeTypeIcon->SetBrushFromTexture(UpgradeIcon);
break;
case NewWeapon:
UpgradeTypeIcon->SetBrushFromTexture(NewWeaponIcon);
break;
case Health:
UpgradeTypeIcon->SetBrushFromTexture(HealthIcon);
break;
case Gold:
UpgradeTypeIcon->SetBrushFromTexture(GoldIcon);
break;
default: ;
}
}
void UUpgradeButtonWidget::OnClicked()
{
switch (UpgradeType) {
APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
switch (UpgradeType)
{
case Upgrade:
WeaponInstance->UpgradeWeapon();
break;
case NewWeapon:
// TODO: Spawn weapon
break;
case Health:
if (playerController)
{
if (UHealthComponent* healthComponent = playerController->GetComponentByClass<UHealthComponent>())
{
healthComponent->RecoverHealth(healthComponent->GetMaxHealth() / 10.0f);
}
}
break;
case Gold:
if (playerController)
{
if (UGoldComponent* goldComponent = playerController->GetComponentByClass<UGoldComponent>())
{
goldComponent->IncrementGold(10);
}
}
break;
default: ;
}
@ -75,7 +112,7 @@ void UUpgradeButtonWidget::OnClicked()
{
Parent->RemoveFromParent();
if (APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
if (playerController)
{
UWidgetBlueprintLibrary::SetInputMode_GameOnly(playerController);
playerController->bShowMouseCursor = false;

View File

@ -13,7 +13,9 @@ UENUM(BlueprintType)
enum EUpgradeType
{
Upgrade,
NewWeapon
NewWeapon,
Health,
Gold
};
class UTextBlock;
@ -47,6 +49,12 @@ public:
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UTexture2D> NewWeaponIcon;
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UTexture2D> HealthIcon;
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UTexture2D> GoldIcon;
UPROPERTY(EditDefaultsOnly)
TEnumAsByte<EUpgradeType> UpgradeType;