Populate list view with starter weapons

This commit is contained in:
baz 2025-06-24 16:23:58 +01:00
parent 4ff8d8eca3
commit cb8ca1606a
11 changed files with 189 additions and 5 deletions

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Content/Widgets/MainMenu/BP_StarterButtonWIdget.uasset (Stored with Git LFS) Normal file

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@ -4,7 +4,10 @@
#include "SelectWeaponWidget.h"
#include "MainMenuWidget.h"
#include "StarterWeaponButtonDataObject.h"
#include "UpgradeButtonDataObject.h"
#include "Components/Button.h"
#include "Components/ListView.h"
#include "Kismet/GameplayStatics.h"
void USelectWeaponWidget::NativeConstruct()
@ -15,6 +18,17 @@ void USelectWeaponWidget::NativeConstruct()
{
BackButton->OnClicked.AddUniqueDynamic(this, &USelectWeaponWidget::BackButtonClicked);
}
if (UpgradesListView)
{
// Get a list of weapons that the player owns that can be upgraded
for (TSubclassOf<AWeapon> weapon : starterWeapons)
{
UStarterWeaponButtonDataObject* Temp = NewObject<UStarterWeaponButtonDataObject>(this);
Temp->SetData(weapon, this);
UpgradesListView->AddItem(Temp);
}
}
}
void USelectWeaponWidget::BackButtonClicked()

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@ -7,6 +7,7 @@
#include "SelectWeaponWidget.generated.h"
class AWeapon;
class UListView;
class UButton;
/**
@ -23,6 +24,9 @@ public:
UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
UListView* UpgradesListView;
UPROPERTY(EditDefaultsOnly)
TArray<TSubclassOf<AWeapon>> starterWeapons;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSubclassOf<class UUserWidget> PreviousWidget;

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@ -0,0 +1,37 @@
// Louis Hobbs | 2024-2025
#include "StarterWeaponButtonDataObject.h"
#include "vampires/Weapon.h"
void UStarterWeaponButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* parent)
{
WeaponName = Weapon->Name;
Description = Weapon->UpgradeDescriptions[Weapon->CurrentLevel];
WeaponIcon = Weapon->Icon;
WeaponInstance = Weapon;
Parent = parent;
}
void UStarterWeaponButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* parent)
{
AWeapon* temp = NewObject<AWeapon>(this, Weapon);
if (temp)
{
WeaponName = temp->Name;
Description = temp->Description;
WeaponIcon = temp->Icon;
WeaponTemplate = Weapon;
Parent = parent;
}
}
void UStarterWeaponButtonDataObject::SetData(FText weaponName, FText description, TObjectPtr<UTexture2D> weaponIcon,
UUserWidget* parent)
{
WeaponName = weaponName;
Description = description;
WeaponIcon = weaponIcon;
Parent = parent;
}

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@ -0,0 +1,39 @@
// Louis Hobbs | 2024-2025
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "StarterWeaponButtonDataObject.generated.h"
class AWeapon;
/**
*
*/
UCLASS()
class VAMPIRES_API UStarterWeaponButtonDataObject : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText WeaponName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText Description;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UTexture2D> WeaponIcon;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<AWeapon> WeaponTemplate;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<AWeapon> WeaponInstance;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UUserWidget> Parent;
void SetData(AWeapon* Weapon, UUserWidget* parent);
void SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* parent);
void SetData(FText weaponName, FText description, TObjectPtr<UTexture2D> weaponIcon, UUserWidget* parent);
};

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@ -0,0 +1,37 @@
// Louis Hobbs | 2024-2025
#include "StarterWeaponButtonWidget.h"
#include "StarterWeaponButtonDataObject.h"
#include "Components/Button.h"
#include "Components/Image.h"
#include "Components/TextBlock.h"
void UStarterWeaponButtonWidget::NativeConstruct()
{
Super::NativeConstruct();
}
void UStarterWeaponButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
{
UStarterWeaponButtonDataObject* Item = Cast<UStarterWeaponButtonDataObject>(ListItemObject);
if (Item)
{
WeaponNameTextBlock->SetText(Item->WeaponName);
DescriptionTextBlock->SetText(Item->Description);
WeaponIcon->SetBrushFromTexture(Item->WeaponIcon);
Parent = Item->Parent;
WeaponTemplate = Item->WeaponTemplate;
if (Body)
{
Body->OnClicked.AddUniqueDynamic(this, &UStarterWeaponButtonWidget::OnClicked);
}
}
}
void UStarterWeaponButtonWidget::OnClicked()
{
}

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@ -0,0 +1,49 @@
// Louis Hobbs | 2024-2025
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/IUserObjectListEntry.h"
#include "Blueprint/UserWidget.h"
#include "StarterWeaponButtonWidget.generated.h"
class AWeapon;
class UTextBlock;
class UImage;
class UButton;
/**
*
*/
UCLASS()
class VAMPIRES_API UStarterWeaponButtonWidget : 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(EditAnywhere, BlueprintReadWrite)
TSubclassOf<AWeapon> WeaponTemplate;
UPROPERTY()
TObjectPtr<UUserWidget> Parent;
protected:
virtual void NativeConstruct() override;
virtual void NativeOnListItemObjectSet(UObject* ListItemObject) override;
private:
UFUNCTION()
virtual void OnClicked();
};

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@ -64,6 +64,7 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<AWeapon> WeaponInstance;
UPROPERTY()
TObjectPtr<UUserWidget> Parent;
private: