vampires/Source/vampires/Widgets/LevelUpWidget.cpp

105 lines
2.9 KiB
C++

// Louis Hobbs | 2024-2025
#include "LevelUpWidget.h"
#include "Blueprint/WidgetBlueprintLibrary.h"
#include "Components/Button.h"
#include "Components/ListView.h"
#include "Kismet/GameplayStatics.h"
#include "UpgradeButtonDataObject.h"
#include "GameFramework/Character.h"
#include "vampires/VampireCharacter.h"
#include "vampires/Weapon.h"
#include "vampires/WeaponInventoryComponent.h"
void ULevelUpWidget::NativeConstruct()
{
Super::NativeConstruct();
if (ResumeButton)
{
ResumeButton->OnClicked.AddUniqueDynamic(this, &ULevelUpWidget::ResumeButtonClicked);
}
if (UpgradesListView)
{
ACharacter* Player = Cast<AVampireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
if (!Player)
{
return;
}
UWeaponInventoryComponent* InventoryComponent = Player->GetComponentByClass<UWeaponInventoryComponent>();
if (!InventoryComponent)
{
return;
}
UpgradesListView->ClearListItems();
TArray<AWeapon*> Inventory = InventoryComponent->GetInventory();
// Get list of weapons that the player owns that can be upgraded
TArray<UUpgradeButtonDataObject*> upgradeItems;
for (AWeapon* weapon : Inventory)
{
if (weapon->CurrentLevel < weapon->UpgradeDescriptions.Num())
{
UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
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)
{
UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
Temp->SetData(weapon, this);
upgradeItems.Add(Temp);
}
// If no valid options exist, populate list with default options
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* 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++)
{
int rand = FMath::RandRange(0, upgradeItems.Num() - 1);
UpgradesListView->AddItem(upgradeItems[rand]);
upgradeItems.RemoveAt(rand);
}
}
SetIsFocusable(true);
}
void ULevelUpWidget::ResumeButtonClicked()
{
RemoveFromParent();
if (APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
{
UWidgetBlueprintLibrary::SetInputMode_GameOnly(playerController);
playerController->bShowMouseCursor = false;
playerController->SetPause(false);
}
SetIsFocusable(false);
}