Add Basic Pause Menue

This commit is contained in:
baz 2025-01-25 18:46:56 +00:00
parent 4294658f41
commit 9c6c4e322a
6 changed files with 95 additions and 4 deletions

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

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Content/Widgets/Pause/BP_PauseWidget.uasset (Stored with Git LFS) Normal file

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@ -9,8 +9,10 @@
#include "Inputable.h" #include "Inputable.h"
#include "VampireGameMode.h" #include "VampireGameMode.h"
#include "Blueprint/UserWidget.h" #include "Blueprint/UserWidget.h"
#include "Blueprint/WidgetBlueprintLibrary.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
#include "Widgets/HUDWidget.h" #include "Widgets/HUDWidget.h"
#include "Widgets/PauseWidget.h"
void AVampirePlayerController::OnPossess(APawn* aPawn) void AVampirePlayerController::OnPossess(APawn* aPawn)
{ {
@ -94,7 +96,16 @@ void AVampirePlayerController::OnPause(const FInputActionValue& PauseInput)
if (SetPause(true)) if (SetPause(true))
{ {
//TODO: Add pause screen if (PauseUI)
{
currentPauseUI = CreateWidget<UPauseWidget, AVampirePlayerController*>(this, PauseUI.Get());
if (currentPauseUI)
{
currentPauseUI->AddToViewport();
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(this, currentPauseUI, EMouseLockMode::LockInFullscreen);
bShowMouseCursor = true;
}
}
} }
} }

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@ -6,6 +6,7 @@
#include "GameFramework/PlayerController.h" #include "GameFramework/PlayerController.h"
#include "VampirePlayerController.generated.h" #include "VampirePlayerController.generated.h"
class UPauseWidget;
struct FInputActionValue; struct FInputActionValue;
class UInputAction; class UInputAction;
class UHUDWidget; class UHUDWidget;
@ -18,10 +19,13 @@ class VAMPIRES_API AVampirePlayerController : public APlayerController
GENERATED_BODY() GENERATED_BODY()
public: public:
// UI
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<UHUDWidget> PlayerHUD = nullptr; TSubclassOf<UHUDWidget> PlayerHUD = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<UPauseWidget> PauseUI = nullptr;
// Inputs // Inputs
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* MovementAction; UInputAction* MovementAction;
@ -33,6 +37,8 @@ private:
TObjectPtr<UHUDWidget> currentPlayerHUD = nullptr; TObjectPtr<UHUDWidget> currentPlayerHUD = nullptr;
TObjectPtr<UPauseWidget> currentPauseUI = nullptr;
FTimerHandle pawnLifeTimeHandle; FTimerHandle pawnLifeTimeHandle;
protected: protected:

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@ -0,0 +1,40 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "PauseWidget.h"
#include "Blueprint/WidgetBlueprintLibrary.h"
#include "Components/Button.h"
#include "Kismet/GameplayStatics.h"
void UPauseWidget::Init()
{
}
void UPauseWidget::NativeConstruct()
{
Super::NativeConstruct();
if (ResumeButton)
{
ResumeButton->OnClicked.AddUniqueDynamic(this, &UPauseWidget::ResumeButtonClicked);
}
SetIsFocusable(true);
}
void UPauseWidget::ResumeButtonClicked()
{
//TODO: Implementation
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 +1,31 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "PauseWidget.generated.h"
class UButton;
/**
*
*/
UCLASS()
class VAMPIRES_API UPauseWidget : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
UButton* ResumeButton;
void Init();
virtual void NativeConstruct() override;
private:
UFUNCTION()
void ResumeButtonClicked();
};