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6ec8588020
...
a0a3aaddff
BIN
Content/Levels/MainMenu/MainMenu.umap
(Stored with Git LFS)
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Content/Levels/MainMenu/MainMenu.umap
(Stored with Git LFS)
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Content/Widgets/GameOver/BP_GameOverWidget.uasset
(Stored with Git LFS)
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Content/Widgets/GameOver/BP_GameOverWidget.uasset
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@ -3,7 +3,8 @@
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#include "GameOverWidget.h"
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#include "GameOverWidget.h"
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#include "CustomButton.h"
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#include "Blueprint/WidgetBlueprintLibrary.h"
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#include "Components/Button.h"
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#include "Components/TextBlock.h"
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#include "Components/TextBlock.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "vampires/VampireGameInstance.h"
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#include "vampires/VampireGameInstance.h"
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@ -12,22 +13,12 @@ void UGameOverWidget::NativeConstruct()
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{
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{
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Super::NativeConstruct();
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Super::NativeConstruct();
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SetIsFocusable(false);
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if (ReturnButton)
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if (ReturnButton)
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{
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{
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ReturnButton->OnClicked.AddUniqueDynamic(this, &UGameOverWidget::ReturnButtonOnClicked);
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ReturnButton->OnClicked.AddUniqueDynamic(this, &UGameOverWidget::ReturnButtonOnClicked);
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ReturnButton->OnFocused.AddUniqueDynamic(this, &UGameOverWidget::ReturnButtonOnFocused);
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ReturnButton->OnHovered.AddUniqueDynamic(this, &UGameOverWidget::ReturnButtonOnHovered);
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ReturnButton->OnUnhovered.AddUniqueDynamic(this, &UGameOverWidget::ReturnButtonOnUnhovered);
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}
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}
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ReturnButton->SetKeyboardFocus();
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}
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FReply UGameOverWidget::NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent)
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{
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CurrentFocus->SetKeyboardFocus();
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return Super::NativeOnMouseButtonUp(InGeometry, InMouseEvent);
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}
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}
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void UGameOverWidget::SetGameInfo(int Level, float Timer, int Kill, int Gold)
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void UGameOverWidget::SetGameInfo(int Level, float Timer, int Kill, int Gold)
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@ -61,6 +52,8 @@ void UGameOverWidget::SetGameInfo(int Level, float Timer, int Kill, int Gold)
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void UGameOverWidget::ReturnButtonOnClicked()
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void UGameOverWidget::ReturnButtonOnClicked()
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{
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{
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PlayClickedSound();
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if (UVampireGameInstance* GameInstance = Cast<UVampireGameInstance>(GetGameInstance()))
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if (UVampireGameInstance* GameInstance = Cast<UVampireGameInstance>(GetGameInstance()))
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{
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{
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if (!GameInstance->MainMenuWorld.IsNull())
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if (!GameInstance->MainMenuWorld.IsNull())
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@ -76,7 +69,14 @@ void UGameOverWidget::ReturnButtonOnClicked()
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}
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}
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}
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}
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void UGameOverWidget::ReturnButtonOnFocused(FFocusEvent InFocusEvent)
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void UGameOverWidget::ReturnButtonOnHovered()
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{
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{
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SetCurrentFocus(ReturnButton);
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SetTextBlockHovered(ReturnBlock);
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PlayHoveredSound();
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}
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void UGameOverWidget::ReturnButtonOnUnhovered()
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{
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SetTextBlockUnhovered(ReturnBlock);
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PlayUnhoveredSound();
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}
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}
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@ -4,10 +4,11 @@
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "VampireInteractiveWidget.h"
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#include "VampireInteractiveWidget.h"
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#include "Blueprint/UserWidget.h"
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#include "GameOverWidget.generated.h"
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#include "GameOverWidget.generated.h"
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class UCustomButton;
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class UTextBlock;
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class UTextBlock;
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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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@ -17,7 +18,10 @@ class VAMPIRES_API UGameOverWidget : public UVampireInteractiveWidget
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GENERATED_BODY()
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GENERATED_BODY()
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UPROPERTY(meta=(BindWidget))
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UPROPERTY(meta=(BindWidget))
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TObjectPtr<UCustomButton> ReturnButton;
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TObjectPtr<UButton> ReturnButton;
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UPROPERTY(meta = (BindWidget))
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TObjectPtr<UTextBlock> ReturnBlock;
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UPROPERTY(meta = (BindWidget))
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UPROPERTY(meta = (BindWidget))
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TObjectPtr<UTextBlock> LevelBlock;
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TObjectPtr<UTextBlock> LevelBlock;
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@ -33,8 +37,6 @@ class VAMPIRES_API UGameOverWidget : public UVampireInteractiveWidget
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virtual void NativeConstruct() override;
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virtual void NativeConstruct() override;
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virtual FReply NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) override;
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public:
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public:
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void SetGameInfo(int Level, float Timer, int Kill, int Gold);
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void SetGameInfo(int Level, float Timer, int Kill, int Gold);
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@ -43,5 +45,8 @@ private:
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void ReturnButtonOnClicked();
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void ReturnButtonOnClicked();
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UFUNCTION()
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UFUNCTION()
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void ReturnButtonOnFocused(FFocusEvent InFocusEvent);
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void ReturnButtonOnHovered();
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UFUNCTION()
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void ReturnButtonOnUnhovered();
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};
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};
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@ -6,7 +6,6 @@
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#include "VampireInteractiveWidget.h"
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#include "VampireInteractiveWidget.h"
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#include "LevelUpWidget.generated.h"
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#include "LevelUpWidget.generated.h"
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class UCustomButton;
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class UUpgradeButtonWidget;
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class UUpgradeButtonWidget;
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class UScrollBox;
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class UScrollBox;
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class UUpgradeButtonDataObject;
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class UUpgradeButtonDataObject;
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@ -37,8 +37,6 @@ void UMainMenuWidget::NativeConstruct()
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UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(PlayerController, NewGameButton, EMouseLockMode::LockAlways);
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UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(PlayerController, NewGameButton, EMouseLockMode::LockAlways);
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PlayerController->bShowMouseCursor = true;
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PlayerController->bShowMouseCursor = true;
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}
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}
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NewGameButton->SetKeyboardFocus();
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}
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}
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FReply UMainMenuWidget::NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent)
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FReply UMainMenuWidget::NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent)
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@ -6,7 +6,6 @@
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#include "VampireInteractiveWidget.h"
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#include "VampireInteractiveWidget.h"
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#include "OptionsMenuWidget.generated.h"
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#include "OptionsMenuWidget.generated.h"
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class UTextBlock;
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class UCustomSlider;
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class UCustomSlider;
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class UCustomComboBoxString;
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class UCustomComboBoxString;
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class USlider;
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class USlider;
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@ -3,6 +3,9 @@
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#include "VampireInteractiveWidget.h"
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#include "VampireInteractiveWidget.h"
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#include "Components/TextBlock.h"
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#include "GameFramework/GameUserSettings.h"
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#include "Kismet/GameplayStatics.h"
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#include "vampires/DetectGamepad.h"
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#include "vampires/DetectGamepad.h"
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void UVampireInteractiveWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
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void UVampireInteractiveWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
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@ -17,7 +20,57 @@ FReply UVampireInteractiveWidget::NativeOnMouseButtonUp(const FGeometry& InGeome
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return Super::NativeOnMouseButtonUp(InGeometry, InMouseEvent);
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return Super::NativeOnMouseButtonUp(InGeometry, InMouseEvent);
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}
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}
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void UVampireInteractiveWidget::SetReturnScreen(UUserWidget* UserWidget)
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{
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if (UserWidget)
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{
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PreviousScreen = UserWidget;
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}
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}
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void UVampireInteractiveWidget::SetCurrentFocus(UUserWidget* UserWidget)
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void UVampireInteractiveWidget::SetCurrentFocus(UUserWidget* UserWidget)
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{
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{
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CurrentFocus = UserWidget;
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CurrentFocus = UserWidget;
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}
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}
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void UVampireInteractiveWidget::PlayHoveredSound()
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{
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if (ButtonHoveredSound)
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{
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UGameplayStatics::PlaySound2D(GetWorld(), ButtonHoveredSound);
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}
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}
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void UVampireInteractiveWidget::SetTextBlockHovered(UTextBlock* TextBlock)
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{
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TextBlock->SetColorAndOpacity(FSlateColor(ButtonHoveredTextColor));
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}
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void UVampireInteractiveWidget::SetTextBlockUnhovered(UTextBlock* TextBlock)
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{
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TextBlock->SetColorAndOpacity(FSlateColor(ButtonUnhoveredTextColor));
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}
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void UVampireInteractiveWidget::PlayUnhoveredSound()
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{
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if (ButtonUnhoveredSound)
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{
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UGameplayStatics::PlaySound2D(GetWorld(), ButtonUnhoveredSound);
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}
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}
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void UVampireInteractiveWidget::PlayClickedSound()
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{
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if (ButtonClickedSound)
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{
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UGameplayStatics::PlaySound2D(GetWorld(), ButtonClickedSound);
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}
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}
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void UVampireInteractiveWidget::ReturnToPreviousScreen()
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{
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GEngine->GameUserSettings->ApplySettings(false);
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this->RemoveFromParent();
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PreviousScreen->AddToViewport();
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}
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@ -6,6 +6,9 @@
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#include "Blueprint/UserWidget.h"
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#include "Blueprint/UserWidget.h"
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#include "VampireInteractiveWidget.generated.h"
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#include "VampireInteractiveWidget.generated.h"
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class UCustomButton;
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class UButton;
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class UTextBlock;
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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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@ -14,10 +17,32 @@ class VAMPIRES_API UVampireInteractiveWidget : 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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// TODO: Remove a lot of this stuff that has now been replaced by UCustomButton
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protected:
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protected:
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UPROPERTY()
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Sound")
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TObjectPtr<USoundBase> ButtonHoveredSound;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Color")
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FLinearColor ButtonHoveredTextColor = {0, 1, 0, 1};
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Color")
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FLinearColor ButtonUnhoveredTextColor = {1, 1, 1, 1};
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Sound")
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TObjectPtr<USoundBase> ButtonUnhoveredSound;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Sound")
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TObjectPtr<USoundBase> ButtonClickedSound;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings")
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TArray<TObjectPtr<UButton>> InteractableButtons;
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TObjectPtr<UUserWidget> CurrentFocus;
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TObjectPtr<UUserWidget> CurrentFocus;
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UPROPERTY()
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TObjectPtr<UUserWidget> PreviousScreen;
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bool GamepadConnected = false;
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bool GamepadConnected = false;
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virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
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virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
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@ -25,6 +50,28 @@ protected:
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virtual FReply NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) override;
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virtual FReply NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) override;
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public:
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public:
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UFUNCTION()
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void SetReturnScreen(UUserWidget* UserWidget);
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UFUNCTION()
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UFUNCTION()
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void SetCurrentFocus(UUserWidget* UserWidget);
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void SetCurrentFocus(UUserWidget* UserWidget);
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protected:
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UFUNCTION()
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void PlayHoveredSound();
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UFUNCTION()
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void SetTextBlockHovered(UTextBlock* TextBlock);
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UFUNCTION()
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void SetTextBlockUnhovered(UTextBlock* TextBlock);
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UFUNCTION()
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void PlayUnhoveredSound();
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UFUNCTION()
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void PlayClickedSound();
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UFUNCTION()
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void ReturnToPreviousScreen();
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};
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};
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