Add placeholder select weapon widget
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@ -3,6 +3,7 @@
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#include "MainMenuWidget.h"
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#include "SelectWeaponWidget.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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@ -35,6 +36,8 @@ void UMainMenuWidget::NativeConstruct()
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QuitButton->OnUnhovered.AddUniqueDynamic(this, &UMainMenuWidget::PlayUnhoveredSound);
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}
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QuitButton->SetIsEnabled(false);
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if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
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{
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UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(PlayerController, this, EMouseLockMode::LockAlways);
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@ -44,18 +47,31 @@ void UMainMenuWidget::NativeConstruct()
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void UMainMenuWidget::NewGameButtonOnClicked()
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{
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if (!NewGameLevel.IsNull())
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if (NewGameMenuWidget)
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{
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UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), NewGameLevel);
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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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PlayerController->bShowMouseCursor = false;
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UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
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}
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UUserWidget* selectWeaponWidget = CreateWidget<UUserWidget, APlayerController*>(
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UGameplayStatics::GetPlayerController(GetWorld(), 0), NewGameMenuWidget);
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SetIsFocusable(false);
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if (selectWeaponWidget)
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{
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selectWeaponWidget->AddToViewport();
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}
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}
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// if (!NewGameLevel.IsNull())
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// {
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// UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), NewGameLevel);
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// }
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//
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// if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
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// {
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// PlayerController->bShowMouseCursor = false;
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// UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
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// }
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//
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// SetIsFocusable(false);
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}
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void UMainMenuWidget::QuitButtonOnClicked()
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@ -3,18 +3,32 @@
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#include "SelectWeaponWidget.h"
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#include "SlateOptMacros.h"
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#include "MainMenuWidget.h"
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#include "Components/Button.h"
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#include "Kismet/GameplayStatics.h"
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BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
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void SelectWeaponWidget::Construct(const FArguments& InArgs)
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void USelectWeaponWidget::NativeConstruct()
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{
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/*
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ChildSlot
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[
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// Populate the widget
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];
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*/
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Super::NativeConstruct();
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if (BackButton)
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{
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BackButton->OnClicked.AddUniqueDynamic(this, &USelectWeaponWidget::BackButtonClicked);
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}
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}
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END_SLATE_FUNCTION_BUILD_OPTIMIZATION
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void USelectWeaponWidget::BackButtonClicked()
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{
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if (PreviousWidget)
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{
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RemoveFromParent();
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UUserWidget* selectWeaponWidget = CreateWidget<UUserWidget, APlayerController*>(
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UGameplayStatics::GetPlayerController(GetWorld(), 0), PreviousWidget);
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if (selectWeaponWidget)
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{
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selectWeaponWidget->AddToViewport();
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}
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}
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}
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@ -3,20 +3,35 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Widgets/SCompoundWidget.h"
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#include "VampireInteractiveWidget.h"
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#include "SelectWeaponWidget.generated.h"
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class UListView;
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class UButton;
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/**
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*
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*/
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class VAMPIRES_API SelectWeaponWidget : public SCompoundWidget
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UCLASS()
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class VAMPIRES_API USelectWeaponWidget : public UVampireInteractiveWidget
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{
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GENERATED_BODY()
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public:
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SLATE_BEGIN_ARGS(SelectWeaponWidget)
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{
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}
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SLATE_END_ARGS()
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UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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UButton* BackButton;
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UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
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UListView* UpgradesListView;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSubclassOf<class UUserWidget> PreviousWidget;
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virtual void NativeConstruct() override;
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private:
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UFUNCTION()
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void BackButtonClicked();
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/** Constructs this widget with InArgs */
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void Construct(const FArguments& InArgs);
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};
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