Quick widgets refactor

This commit is contained in:
baz 2025-07-28 23:42:39 +01:00
parent 8d8da3ddc1
commit ec818cfc55
22 changed files with 153 additions and 180 deletions

View File

@ -9,41 +9,41 @@ void UHUDWidget::Init()
{
}
void UHUDWidget::UpdateEXPBar(float currentLevelPercent)
void UHUDWidget::UpdateEXPBar(float CurrentLevelPercent)
{
EXPbar->SetPercent(currentLevelPercent);
EXPbar->SetPercent(CurrentLevelPercent);
}
void UHUDWidget::UpdateLevelBlock(int level)
void UHUDWidget::UpdateLevelBlock(int Level)
{
LevelBlock->SetText(FText::FromString("LV" + FString::FromInt(level)));
LevelBlock->SetText(FText::FromString("LV" + FString::FromInt(Level)));
}
void UHUDWidget::UpdateTimerBlock(float deltaTime)
void UHUDWidget::UpdateTimerBlock(float DeltaTime)
{
int timeSinceStart = FMath::FloorToInt(deltaTime);
int TimeSinceStart = FMath::FloorToInt(DeltaTime);
FString mins = FString::FromInt(timeSinceStart / 60);
if (timeSinceStart / 60 < 10)
FString Mins = FString::FromInt(TimeSinceStart / 60);
if (TimeSinceStart / 60 < 10)
{
mins = "0" + mins;
}
FString secs = FString::FromInt(timeSinceStart % 60);
if (timeSinceStart % 60 < 10)
{
secs = "0" + secs;
Mins = "0" + Mins;
}
TimerBLock->SetText(FText::FromString(mins + ":" + secs));
FString Secs = FString::FromInt(TimeSinceStart % 60);
if (TimeSinceStart % 60 < 10)
{
Secs = "0" + Secs;
}
TimerBLock->SetText(FText::FromString(Mins + ":" + Secs));
}
void UHUDWidget::UpdateKillBlock(int killCount)
void UHUDWidget::UpdateKillBlock(int KillCount)
{
KillBLock->SetText(FText::FromString("Kills: " + FString::FromInt(killCount)));
KillBLock->SetText(FText::FromString("Kills: " + FString::FromInt(KillCount)));
}
void UHUDWidget::UpdateGoldBlock(int goldCount)
void UHUDWidget::UpdateGoldBlock(int GoldCount)
{
GoldBLock->SetText(FText::FromString("Gold: " + FString::FromInt(goldCount)));
GoldBLock->SetText(FText::FromString("Gold: " + FString::FromInt(GoldCount)));
}

View File

@ -15,18 +15,17 @@ UCLASS()
class VAMPIRES_API UHUDWidget : public UUserWidget
{
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UProgressBar* EXPbar;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UTextBlock* LevelBlock;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UTextBlock* TimerBLock;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UTextBlock* KillBLock;
@ -34,20 +33,20 @@ public:
UTextBlock* GoldBLock;
void Init();
public:
UFUNCTION()
void UpdateEXPBar(float currentLevelPercent);
void UpdateEXPBar(float CurrentLevelPercent);
UFUNCTION()
void UpdateLevelBlock(int level);
void UpdateLevelBlock(int Level);
UFUNCTION()
void UpdateTimerBlock(float deltaTime);
void UpdateTimerBlock(float DeltaTime);
UFUNCTION()
void UpdateKillBlock(int killCount);
void UpdateKillBlock(int KillCount);
UFUNCTION()
void UpdateGoldBlock(int goldCount);
void UpdateGoldBlock(int GoldCount);
};

View File

@ -12,23 +12,23 @@ void UHealthbarWidget::NativeConstruct()
{
Super::NativeConstruct();
if (ACharacter* character = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0))
if (ACharacter* Character = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0))
{
if (UHealthComponent* healthComponent = character->FindComponentByClass<UHealthComponent>())
if (UHealthComponent* HealthComponent = Character->FindComponentByClass<UHealthComponent>())
{
healthComponent->OnDamaged.AddDynamic(this, &UHealthbarWidget::UpdateHealthBar);
HealthComponent->OnDamaged.AddDynamic(this, &UHealthbarWidget::UpdateHealthBar);
UpdateHealthBar({});
}
}
}
void UHealthbarWidget::UpdateHealthBar(FDamageInfo damageInfo)
void UHealthbarWidget::UpdateHealthBar(FDamageInfo DamageInfo)
{
if (ACharacter* character = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0))
if (ACharacter* Character = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0))
{
if (UHealthComponent* healthComponent = character->FindComponentByClass<UHealthComponent>())
if (UHealthComponent* HealthComponent = Character->FindComponentByClass<UHealthComponent>())
{
float percent = healthComponent->GetCurrentHealth() / healthComponent->GetMaxHealth();
float percent = HealthComponent->GetCurrentHealth() / HealthComponent->GetMaxHealth();
HealthBar->SetPercent(percent);
}
}

View File

@ -6,6 +6,7 @@
#include "Blueprint/UserWidget.h"
#include "HealthbarWidget.generated.h"
struct FDamageInfo;
class UProgressBar;
/**
*
@ -15,13 +16,13 @@ class VAMPIRES_API UHealthbarWidget : public UUserWidget
{
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UProgressBar* HealthBar;
TObjectPtr<UProgressBar> HealthBar;
virtual void NativeConstruct() override;
private:
UFUNCTION()
void UpdateHealthBar(FDamageInfo damageInfo);
void UpdateHealthBar(FDamageInfo DamageInfo);
};

View File

@ -40,50 +40,50 @@ void ULevelUpWidget::NativeConstruct()
TArray<AWeapon*> Inventory = InventoryComponent->GetInventory();
// Get list of weapons that the player owns that can be upgraded
TArray<UUpgradeButtonDataObject*> upgradeItems;
for (AWeapon* weapon : Inventory)
TArray<UUpgradeButtonDataObject*> UpgradeItems;
for (AWeapon* Weapon : Inventory)
{
if (weapon->GetWeaponLevel() < weapon->GetUpgradeDescriptions().Num())
if (Weapon->GetWeaponLevel() < Weapon->GetUpgradeDescriptions().Num())
{
UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
Temp->SetData(weapon, this);
upgradeItems.Add(Temp);
Temp->SetData(Weapon, this);
UpgradeItems.Add(Temp);
}
}
// Get list of weapons that the player can still obtain
TArray<TSubclassOf<AWeapon>> ObtainableWeapons = InventoryComponent->obtainableWeapons;
for (TSubclassOf<AWeapon> weapon : ObtainableWeapons)
for (TSubclassOf<AWeapon> Weapon : ObtainableWeapons)
{
UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
Temp->SetData(weapon, this);
upgradeItems.Add(Temp);
Temp->SetData(Weapon, this);
UpgradeItems.Add(Temp);
}
// If no valid options exist, populate list with default options
if (upgradeItems.Num() == 0)
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* 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);
UUpgradeButtonDataObject* TempGold = NewObject<UUpgradeButtonDataObject>(this);
TempGold->SetData(FText::FromString("Gold"),
FText::FromString("Gain 10 gold"),
nullptr,
this);
UpgradeItems.Add(TempGold);
}
// Select up to three random options from the list of options
for (int i = 0; i < 3 && upgradeItems.Num() > 0; i++)
for (int i = 0; i < 3 && UpgradeItems.Num() > 0; i++)
{
int rand = FMath::RandRange(0, upgradeItems.Num() - 1);
UpgradesListView->AddItem(upgradeItems[rand]);
upgradeItems.RemoveAt(rand);
int Rand = FMath::RandRange(0, UpgradeItems.Num() - 1);
UpgradesListView->AddItem(UpgradeItems[Rand]);
UpgradeItems.RemoveAt(Rand);
}
}
SetIsFocusable(true);
@ -93,11 +93,11 @@ void ULevelUpWidget::ResumeButtonClicked()
{
RemoveFromParent();
if (APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
{
UWidgetBlueprintLibrary::SetInputMode_GameOnly(playerController);
playerController->bShowMouseCursor = false;
playerController->SetPause(false);
UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
PlayerController->bShowMouseCursor = false;
PlayerController->SetPause(false);
}
SetIsFocusable(false);

View File

@ -17,18 +17,16 @@ class VAMPIRES_API ULevelUpWidget : public UUserWidget
{
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
UButton* ResumeButton;
UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
UListView* UpgradesListView;
virtual void NativeConstruct() override;
private:
UFUNCTION()
void ResumeButtonClicked();
};

View File

@ -51,27 +51,14 @@ void UMainMenuWidget::NewGameButtonOnClicked()
{
RemoveFromParent();
UUserWidget* selectWeaponWidget = CreateWidget<UUserWidget, APlayerController*>(
UUserWidget* SelectWeaponWidget = CreateWidget<UUserWidget, APlayerController*>(
UGameplayStatics::GetPlayerController(GetWorld(), 0), NewGameMenuWidget);
if (selectWeaponWidget)
if (SelectWeaponWidget)
{
selectWeaponWidget->AddToViewport();
SelectWeaponWidget->AddToViewport();
}
}
// if (!NewGameLevel.IsNull())
// {
// UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), NewGameLevel);
// }
//
// if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
// {
// PlayerController->bShowMouseCursor = false;
// UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
// }
//
// SetIsFocusable(false);
}
}
void UMainMenuWidget::QuitButtonOnClicked()

View File

@ -17,7 +17,7 @@ class VAMPIRES_API UMainMenuWidget : public UVampireInteractiveWidget
// TODO: Add options menu
public:
protected:
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
TObjectPtr<UButton> NewGameButton;
@ -38,7 +38,7 @@ public:
private:
UPROPERTY()
TObjectPtr<UUserWidget> currentNewGameWidget;
TObjectPtr<UUserWidget> CurrentNewGameWidget;
public:
virtual void NativeConstruct() override;

View File

@ -27,11 +27,11 @@ void UPauseWidget::ResumeButtonClicked()
{
RemoveFromParent();
if (APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
{
UWidgetBlueprintLibrary::SetInputMode_GameOnly(playerController);
playerController->bShowMouseCursor = false;
playerController->SetPause(false);
UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
PlayerController->bShowMouseCursor = false;
PlayerController->SetPause(false);
}
SetIsFocusable(false);

View File

@ -16,7 +16,6 @@ class VAMPIRES_API UPauseWidget : public UUserWidget
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
UButton* ResumeButton;
@ -25,7 +24,6 @@ public:
virtual void NativeConstruct() override;
private:
UFUNCTION()
void ResumeButtonClicked();
};

View File

@ -29,10 +29,10 @@ void USelectWeaponWidget::NativeConstruct()
if (UpgradesListView)
{
// Get a list of weapons that the player owns that can be upgraded
for (TSubclassOf<AWeapon> weapon : starterWeapons)
for (TSubclassOf<AWeapon> Weapon : StarterWeapons)
{
UStarterWeaponButtonDataObject* Temp = NewObject<UStarterWeaponButtonDataObject>(this);
Temp->SetData(weapon, this);
Temp->SetData(Weapon, this);
UpgradesListView->AddItem(Temp);
}
}
@ -44,12 +44,12 @@ void USelectWeaponWidget::BackButtonClicked()
{
RemoveFromParent();
UUserWidget* selectWeaponWidget = CreateWidget<UUserWidget, APlayerController*>(
UUserWidget* SelectWeaponWidget = CreateWidget<UUserWidget, APlayerController*>(
UGameplayStatics::GetPlayerController(GetWorld(), 0), PreviousWidget);
if (selectWeaponWidget)
if (SelectWeaponWidget)
{
selectWeaponWidget->AddToViewport();
SelectWeaponWidget->AddToViewport();
}
}
}
}

View File

@ -17,7 +17,7 @@ UCLASS()
class VAMPIRES_API USelectWeaponWidget : public UVampireInteractiveWidget
{
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
TObjectPtr<UButton> BackButton;
@ -29,7 +29,7 @@ public:
TObjectPtr<UListView> UpgradesListView;
UPROPERTY(EditDefaultsOnly)
TArray<TSubclassOf<AWeapon>> starterWeapons;
TArray<TSubclassOf<AWeapon>> StarterWeapons;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSubclassOf<class UUserWidget> PreviousWidget;

View File

@ -5,29 +5,29 @@
#include "vampires/Weapon.h"
void UStarterWeaponButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* parent)
void UStarterWeaponButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* ParentWidget)
{
WeaponName = Weapon->GetWeaponName();
Description = Weapon->GetDescription();
WeaponDescription = Weapon->GetDescription();
WeaponIcon = Weapon->GetIcon();
WeaponInstance = Weapon;
Parent = parent;
Parent = ParentWidget;
}
void UStarterWeaponButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* parent)
void UStarterWeaponButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* ParentWidget)
{
if (AWeapon* tempWeapon = NewObject<AWeapon>(this, Weapon))
{
SetData(tempWeapon, parent);
SetData(tempWeapon, ParentWidget);
WeaponTemplate = Weapon;
}
}
void UStarterWeaponButtonDataObject::SetData(FText weaponName, FText description, TObjectPtr<UTexture2D> weaponIcon,
UUserWidget* parent)
void UStarterWeaponButtonDataObject::SetData(FText NewWeaponName, FText NewWeaponDescription, TObjectPtr<UTexture2D> NewWeaponIcon,
UUserWidget* ParentWidget)
{
WeaponName = weaponName;
Description = description;
WeaponIcon = weaponIcon;
Parent = parent;
WeaponName = NewWeaponName;
WeaponDescription = NewWeaponDescription;
WeaponIcon = NewWeaponIcon;
Parent = ParentWidget;
}

View File

@ -19,7 +19,7 @@ public:
FText WeaponName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText Description;
FText WeaponDescription;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UTexture2D> WeaponIcon;
@ -33,7 +33,7 @@ public:
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);
void SetData(AWeapon* Weapon, UUserWidget* ParentWidget);
void SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* ParentWidget);
void SetData(FText NewWeaponName, FText NewWeaponDescription, TObjectPtr<UTexture2D> NewWeaponIcon, UUserWidget* ParentWidget);
};

View File

@ -18,12 +18,10 @@ void UStarterWeaponButtonWidget::NativeConstruct()
void UStarterWeaponButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
{
UStarterWeaponButtonDataObject* Item = Cast<UStarterWeaponButtonDataObject>(ListItemObject);
if (Item)
if (UStarterWeaponButtonDataObject* Item = Cast<UStarterWeaponButtonDataObject>(ListItemObject))
{
WeaponNameTextBlock->SetText(Item->WeaponName);
DescriptionTextBlock->SetText(Item->Description);
DescriptionTextBlock->SetText(Item->WeaponDescription);
WeaponIcon->SetBrushFromTexture(Item->WeaponIcon);
Parent = Item->Parent;
WeaponTemplate = Item->WeaponTemplate;
@ -43,13 +41,13 @@ void UStarterWeaponButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObje
void UStarterWeaponButtonWidget::OnClicked()
{
if (UVampireGameInstance* gameInstance = Cast<UVampireGameInstance>(GetGameInstance()))
if (UVampireGameInstance* GameInstance = Cast<UVampireGameInstance>(GetGameInstance()))
{
gameInstance->StarterWeapon = WeaponTemplate;
GameInstance->StarterWeapon = WeaponTemplate;
if (!gameInstance->GameWorld.IsNull())
if (!GameInstance->GameWorld.IsNull())
{
UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), gameInstance->GameWorld);
UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), GameInstance->GameWorld);
if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
{

View File

@ -20,7 +20,7 @@ class VAMPIRES_API UStarterWeaponButtonWidget : public UVampireInteractiveWidget
{
GENERATED_BODY()
public:
protected:
UPROPERTY(EditDefaultsOnly, meta=(BindWidget))
TObjectPtr<UButton> Body;
@ -39,7 +39,6 @@ public:
UPROPERTY()
TObjectPtr<UUserWidget> Parent;
protected:
virtual void NativeConstruct() override;
virtual void NativeOnListItemObjectSet(UObject* ListItemObject) override;

View File

@ -5,32 +5,32 @@
#include "vampires/Weapon.h"
void UUpgradeButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* parent)
void UUpgradeButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* ParentWidget)
{
WeaponName = Weapon->GetWeaponName();
WeaponIcon = Weapon->GetIcon();
WeaponInstance = Weapon;
Parent = parent;
Parent = ParentWidget;
if (Weapon->GetUpgradeDescriptions().Num() > Weapon->GetWeaponLevel())
{
Description = Weapon->GetUpgradeDescriptions()[Weapon->GetWeaponLevel()];
WeaponDescription = Weapon->GetUpgradeDescriptions()[Weapon->GetWeaponLevel()];
}
}
void UUpgradeButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* parent)
void UUpgradeButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* ParentWidget)
{
if (AWeapon* tempWeapon = NewObject<AWeapon>(this, Weapon))
{
SetData(tempWeapon, parent);
SetData(tempWeapon, ParentWidget);
}
}
void UUpgradeButtonDataObject::SetData(FText weaponName, FText description, TObjectPtr<UTexture2D> weaponIcon,
UUserWidget* parent)
void UUpgradeButtonDataObject::SetData(FText NewWeaponName, FText NewDescription, TObjectPtr<UTexture2D> NewWeaponIcon,
UUserWidget* ParentWidget)
{
WeaponName = weaponName;
Description = description;
WeaponIcon = weaponIcon;
Parent = parent;
WeaponName = NewWeaponName;
WeaponDescription = NewDescription;
WeaponIcon = NewWeaponIcon;
Parent = ParentWidget;
}

View File

@ -20,7 +20,7 @@ public:
FText WeaponName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText Description;
FText WeaponDescription;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UTexture2D> WeaponIcon;
@ -34,7 +34,7 @@ public:
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);
void SetData(AWeapon* Weapon, UUserWidget* ParentWidget);
void SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* ParentWidget);
void SetData(FText NewWeaponName, FText NewDescription, TObjectPtr<UTexture2D> NewWeaponIcon, UUserWidget* ParentWidget);
};

View File

@ -22,12 +22,10 @@ void UUpgradeButtonWidget::NativeConstruct()
void UUpgradeButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
{
UUpgradeButtonDataObject* Item = Cast<UUpgradeButtonDataObject>(ListItemObject);
if (Item)
if (UUpgradeButtonDataObject* Item = Cast<UUpgradeButtonDataObject>(ListItemObject))
{
WeaponNameTextBlock->SetText(Item->WeaponName);
DescriptionTextBlock->SetText(Item->Description);
DescriptionTextBlock->SetText(Item->WeaponDescription);
WeaponIcon->SetBrushFromTexture(Item->WeaponIcon);
Parent = Item->Parent;
@ -83,7 +81,7 @@ void UUpgradeButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
void UUpgradeButtonWidget::OnClicked()
{
APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
switch (UpgradeType)
{
@ -92,8 +90,7 @@ void UUpgradeButtonWidget::OnClicked()
break;
case NewWeapon:
if (UWeaponInventoryComponent* Inventory = playerController->GetPawn()->GetComponentByClass<
UWeaponInventoryComponent>())
if (UWeaponInventoryComponent* Inventory = PlayerController->GetPawn()->GetComponentByClass<UWeaponInventoryComponent>())
{
Inventory->AddWeaponToInventory(WeaponTemplate);
Inventory->obtainableWeapons.Remove(WeaponTemplate);
@ -101,22 +98,21 @@ void UUpgradeButtonWidget::OnClicked()
break;
case Health:
if (playerController)
if (PlayerController)
{
if (UHealthComponent* healthComponent = playerController->GetPawn()->GetComponentByClass<
UHealthComponent>())
if (UHealthComponent* HealthComponent = PlayerController->GetPawn()->GetComponentByClass<UHealthComponent>())
{
healthComponent->RecoverHealth(healthComponent->GetMaxHealth() / 10.0f);
HealthComponent->RecoverHealth(HealthComponent->GetMaxHealth() / 10.0f);
}
}
break;
case Gold:
if (playerController)
if (PlayerController)
{
if (UGoldComponent* goldComponent = playerController->GetPawn()->GetComponentByClass<UGoldComponent>())
if (UGoldComponent* GoldComponent = PlayerController->GetPawn()->GetComponentByClass<UGoldComponent>())
{
goldComponent->IncrementGold(10);
GoldComponent->IncrementGold(10);
}
}
break;
@ -129,11 +125,11 @@ void UUpgradeButtonWidget::OnClicked()
{
Parent->RemoveFromParent();
if (playerController)
if (PlayerController)
{
UWidgetBlueprintLibrary::SetInputMode_GameOnly(playerController);
playerController->bShowMouseCursor = false;
playerController->SetPause(false);
UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
PlayerController->bShowMouseCursor = false;
PlayerController->SetPause(false);
}
Parent->SetIsFocusable(false);

View File

@ -31,7 +31,7 @@ class VAMPIRES_API UUpgradeButtonWidget : public UVampireInteractiveWidget, publ
{
GENERATED_BODY()
public:
protected:
UPROPERTY(EditDefaultsOnly, meta=(BindWidget))
TObjectPtr<UButton> Body;
@ -80,11 +80,10 @@ protected:
private:
UFUNCTION()
virtual void OnClicked();
UFUNCTION()
void OnHoveredDelegate() { SetTextBlockHovered(WeaponNameTextBlock); SetTextBlockHovered(DescriptionTextBlock); }
UFUNCTION()
void OnUnhoveredDelegate() { SetTextBlockUnhovered(WeaponNameTextBlock); SetTextBlockUnhovered(DescriptionTextBlock); }
};

View File

@ -7,11 +7,11 @@
#include "GameFramework/GameUserSettings.h"
#include "Kismet/GameplayStatics.h"
void UVampireInteractiveWidget::SetReturnScreen(UUserWidget* userWidget)
void UVampireInteractiveWidget::SetReturnScreen(UUserWidget* UserWidget)
{
if (userWidget)
if (UserWidget)
{
PreviousScreen = userWidget;
PreviousScreen = UserWidget;
}
}

View File

@ -14,12 +14,11 @@ UCLASS()
class VAMPIRES_API UVampireInteractiveWidget : public UUserWidget
{
GENERATED_BODY()
public:
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<USoundBase> ButtonHoveredSound;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
FLinearColor ButtonHoveredTextColor = {0, 1, 0, 1};
@ -37,9 +36,8 @@ protected:
TObjectPtr<UUserWidget> PreviousScreen;
public:
UFUNCTION()
void SetReturnScreen(UUserWidget* userWidget);
void SetReturnScreen(UUserWidget* UserWidget);
protected:
UFUNCTION()