Add proof of concept upgrade screen
This is currently not functional and there is a lot of work still to do but I want this saved somewhere other than my pc
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								Content/Weapons/Garlic/BP_GarlicWeapon.uasset
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								Content/Weapons/Garlic/BP_GarlicWeapon.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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								Content/Widgets/LevelUp/BP_Test.uasset
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								Content/Widgets/LevelUp/BP_Test.uasset
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								Content/Widgets/LevelUp/BP_UpgradeButtonTemplate.uasset
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								Content/Widgets/LevelUp/BP_UpgradeButtonTemplate.uasset
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								Content/Widgets/LevelUp/Test.uasset
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								Content/Widgets/LevelUp/Test.uasset
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							@ -7,6 +7,7 @@
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#include "GameFramework/Character.h"
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					#include "GameFramework/Character.h"
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#include "VampireCharacter.generated.h"
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					#include "VampireCharacter.generated.h"
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					class AWeapon;
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class UWeaponInventoryComponent;
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					class UWeaponInventoryComponent;
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class UInputAction;
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					class UInputAction;
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class UHealthComponent;
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					class UHealthComponent;
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@ -22,7 +23,6 @@ public:
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	UPaperFlipbookComponent* PaperFlipbookComponent;
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						UPaperFlipbookComponent* PaperFlipbookComponent;
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	FVector2D PreviousMovementDirection = FVector2d(1.0f, 0.0f);
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						FVector2D PreviousMovementDirection = FVector2d(1.0f, 0.0f);
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					 | 
				
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protected:
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					protected:
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	UPROPERTY()
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						UPROPERTY()
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	UHealthComponent* HealthComponent;
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						UHealthComponent* HealthComponent;
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@ -23,6 +23,15 @@ public:
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	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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						UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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	TObjectPtr<UWeaponDataAsset> WeaponDataAsset;
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						TObjectPtr<UWeaponDataAsset> WeaponDataAsset;
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						UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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						FText Name;
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						UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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						FText Description;
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						UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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						TObjectPtr<UTexture2D> Icon;
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private:
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					private:
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	FTimerHandle WeaponTimerHandle;
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						FTimerHandle WeaponTimerHandle;
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@ -42,3 +42,8 @@ void UWeaponInventoryComponent::AddWeaponToInventory(TSubclassOf<AWeapon> Weapon
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	weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepRelativeTransform);
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						weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepRelativeTransform);
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	inventory.Add(weapon);
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						inventory.Add(weapon);
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}
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					}
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					TArray<AWeapon*> UWeaponInventoryComponent::GetInventory()
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					{
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						return inventory;
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					}
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@ -36,4 +36,7 @@ public:
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	UFUNCTION()
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						UFUNCTION()
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	void AddWeaponToInventory(TSubclassOf<AWeapon> Weapon);
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						void AddWeaponToInventory(TSubclassOf<AWeapon> Weapon);
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						UFUNCTION()
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						TArray<AWeapon*> GetInventory();
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};
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					};
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@ -5,7 +5,14 @@
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#include "Blueprint/WidgetBlueprintLibrary.h"
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					#include "Blueprint/WidgetBlueprintLibrary.h"
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#include "Components/Button.h"
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					#include "Components/Button.h"
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					#include "Components/ListView.h"
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#include "Kismet/GameplayStatics.h"
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					#include "Kismet/GameplayStatics.h"
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					#include "UpgradeButtonDataObject.h"
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					#include "EntitySystem/MovieSceneEntitySystemRunner.h"
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					#include "GameFramework/Character.h"
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					#include "vampires/VampireCharacter.h"
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					#include "vampires/Weapon.h"
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					#include "vampires/WeaponInventoryComponent.h"
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void ULevelUpWidget::NativeConstruct()
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					void ULevelUpWidget::NativeConstruct()
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{
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					{
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@ -16,6 +23,33 @@ void ULevelUpWidget::NativeConstruct()
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		ResumeButton->OnClicked.AddUniqueDynamic(this, &ULevelUpWidget::ResumeButtonClicked);
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							ResumeButton->OnClicked.AddUniqueDynamic(this, &ULevelUpWidget::ResumeButtonClicked);
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	}
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						}
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						if (UpgradesListView)
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						{
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							ACharacter* Player = Cast<AVampireCharacter>( UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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							if (!Player) return;
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							UWeaponInventoryComponent* InventoryComponent = Player->GetComponentByClass<UWeaponInventoryComponent>();
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							if (!InventoryComponent) return;
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							TArray<AWeapon*> Inventory = InventoryComponent->GetInventory();
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							TArray<UUpgradeButtonDataObject*> upgradeItems;
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							UpgradesListView->ClearListItems();
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							for (AWeapon* weapon : Inventory)
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							{
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								UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
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								Temp->SetData(weapon);
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								upgradeItems.Add(Temp);
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							}
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							UpgradesListView->SetListItems(upgradeItems);
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							// for (TSubclassOf<UUpgradeButtonDataObject> item : UpgradeItems)
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							// {
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							// 	upgradeItems.Add(NewObject<UUpgradeButtonDataObject>(this, item));
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							// }
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						}
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	SetIsFocusable(true);
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						SetIsFocusable(true);
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}
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					}
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@ -6,11 +6,13 @@
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#include "Blueprint/UserWidget.h"
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					#include "Blueprint/UserWidget.h"
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#include "LevelUpWidget.generated.h"
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					#include "LevelUpWidget.generated.h"
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					class UUpgradeButtonDataObject;
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					class UListView;
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class UButton;
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					class UButton;
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/**
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					/**
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 * 
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					 * 
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 */
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					 */
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UCLASS()
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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 UUserWidget
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{
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					{
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	GENERATED_BODY()
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						GENERATED_BODY()
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@ -20,6 +22,12 @@ public:
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	UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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						UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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	UButton* ResumeButton;
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						UButton* ResumeButton;
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						UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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						UListView* UpgradesListView;
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						UPROPERTY(EditAnywhere, BlueprintReadWrite)
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						TArray<TSubclassOf<UUpgradeButtonDataObject>> UpgradeItems;
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	virtual void NativeConstruct() override;
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						virtual void NativeConstruct() override;
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private:
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					private:
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										26
									
								
								Source/vampires/Widgets/UpgradeButtonDataObject.cpp
									
									
									
									
									
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								Source/vampires/Widgets/UpgradeButtonDataObject.cpp
									
									
									
									
									
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							@ -0,0 +1,26 @@
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					// Fill out your copyright notice in the Description page of Project Settings.
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					#include "UpgradeButtonDataObject.h"
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					#include "vampires/Weapon.h"
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					void UUpgradeButtonDataObject::SetData(AWeapon* Weapon)
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					{
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						WeaponName = Weapon->Name;
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						Description = Weapon->Description;
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						WeaponIcon = Weapon->Icon;
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						WeaponInstance = Weapon;
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					}
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					void UUpgradeButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon)
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					{
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						AWeapon* temp = NewObject<AWeapon>(this, Weapon);
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						if (temp)
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						{
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							WeaponName = temp->Name;
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							Description = temp->Description;
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							WeaponIcon = temp->Icon;
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							WeaponTemplate = Weapon;
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						}
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					}
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										36
									
								
								Source/vampires/Widgets/UpgradeButtonDataObject.h
									
									
									
									
									
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								Source/vampires/Widgets/UpgradeButtonDataObject.h
									
									
									
									
									
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							@ -0,0 +1,36 @@
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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 "UObject/Object.h"
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					#include "UpgradeButtonDataObject.generated.h"
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					class AWeapon;
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					/**
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					 * 
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					 */
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					UCLASS(BlueprintType)
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					class VAMPIRES_API UUpgradeButtonDataObject : public UObject
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					{
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						GENERATED_BODY()
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					public:
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						UPROPERTY(EditAnywhere, BlueprintReadWrite)
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						FText WeaponName;
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						UPROPERTY(EditAnywhere, BlueprintReadWrite)
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						FText Description;
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						UPROPERTY(EditAnywhere, BlueprintReadWrite)
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						TObjectPtr<UTexture2D> WeaponIcon;
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						UPROPERTY(EditAnywhere, BlueprintReadWrite)
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						TSubclassOf<AWeapon> WeaponTemplate;
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						UPROPERTY(EditAnywhere, BlueprintReadWrite)
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						TObjectPtr<AWeapon> WeaponInstance;
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						void SetData(AWeapon* Weapon);
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						void SetData(TSubclassOf<AWeapon> Weapon);
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					};
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										46
									
								
								Source/vampires/Widgets/UpgradeButtonWidget.cpp
									
									
									
									
									
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								Source/vampires/Widgets/UpgradeButtonWidget.cpp
									
									
									
									
									
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							@ -0,0 +1,46 @@
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					// Fill out your copyright notice in the Description page of Project Settings.
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					#include "UpgradeButtonWidget.h"
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					#include "UpgradeButtonDataObject.h"
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					#include "Components/Button.h"
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					#include "Components/Image.h"
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					#include "Components/TextBlock.h"
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					void UUpgradeButtonWidget::NativeConstruct()
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					{
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						Super::NativeConstruct();
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						if (Body)
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						{
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							Body->OnClicked.AddUniqueDynamic(this, &UUpgradeButtonWidget::OnClicked);
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						}
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					}
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					void UUpgradeButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
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					{
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						UUpgradeButtonDataObject* Item = Cast<UUpgradeButtonDataObject>(ListItemObject);
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						if (Item)
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						{
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							WeaponNameTextBlock->SetText(Item->WeaponName);
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							DescriptionTextBlock->SetText(Item->Description);
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							WeaponIcon->SetBrushFromTexture(Item->WeaponIcon);
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						}
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						switch (UpgradeType) {
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						case Upgrade:
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							UpgradeTypeIcon->SetBrushFromTexture(UpgradeIcon);
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							break;
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						case NewWeapon:
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							UpgradeTypeIcon->SetBrushFromTexture(NewWeaponIcon);
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							break;
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						default: ;
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						}
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					}
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					void UUpgradeButtonWidget::OnClicked()
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					{
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					}
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										63
									
								
								Source/vampires/Widgets/UpgradeButtonWidget.h
									
									
									
									
									
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										63
									
								
								Source/vampires/Widgets/UpgradeButtonWidget.h
									
									
									
									
									
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							@ -0,0 +1,63 @@
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 | 
					// Fill out your copyright notice in the Description page of Project Settings.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#pragma once
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					#include "CoreMinimal.h"
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					#include "Blueprint/IUserObjectListEntry.h"
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					#include "Blueprint/UserWidget.h"
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					#include "UpgradeButtonWidget.generated.h"
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					UENUM(BlueprintType)
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					enum EUpgradeType
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					{
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						Upgrade,
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 | 
						NewWeapon
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					};
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					class UTextBlock;
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 | 
					class UImage;
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					class UButton;
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			||||||
 | 
					/**
 | 
				
			||||||
 | 
					 * 
 | 
				
			||||||
 | 
					 */
 | 
				
			||||||
 | 
					UCLASS()
 | 
				
			||||||
 | 
					class VAMPIRES_API UUpgradeButtonWidget : public UUserWidget, public IUserObjectListEntry
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						GENERATED_BODY()
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public:
 | 
				
			||||||
 | 
						UPROPERTY(EditDefaultsOnly, meta=(BindWidget))
 | 
				
			||||||
 | 
						TObjectPtr<UButton> Body;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						UPROPERTY(EditDefaultsOnly, meta=(BindWidget))
 | 
				
			||||||
 | 
						TObjectPtr<UImage> WeaponIcon;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						UPROPERTY(EditDefaultsOnly, meta=(BindWidget))
 | 
				
			||||||
 | 
						TObjectPtr<UTextBlock> WeaponNameTextBlock;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						UPROPERTY(EditDefaultsOnly, meta=(BindWidget))
 | 
				
			||||||
 | 
						TObjectPtr<UTextBlock> DescriptionTextBlock;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						UPROPERTY(EditDefaultsOnly)
 | 
				
			||||||
 | 
						TObjectPtr<UTexture2D> UpgradeIcon;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						UPROPERTY(EditDefaultsOnly)
 | 
				
			||||||
 | 
						TObjectPtr<UTexture2D> NewWeaponIcon;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						UPROPERTY(EditDefaultsOnly)
 | 
				
			||||||
 | 
						TEnumAsByte<EUpgradeType> UpgradeType;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					private:
 | 
				
			||||||
 | 
						UPROPERTY(meta=(BindWidget))
 | 
				
			||||||
 | 
						UImage* UpgradeTypeIcon;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
					protected:
 | 
				
			||||||
 | 
						virtual void NativeConstruct() override;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						virtual void NativeOnListItemObjectSet(UObject* ListItemObject) override;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
					private:
 | 
				
			||||||
 | 
						UFUNCTION()
 | 
				
			||||||
 | 
						virtual void OnClicked();
 | 
				
			||||||
 | 
					};
 | 
				
			||||||
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	Block a user