ExoWest/Source/Exo/Public/Widget/WBP_PlayerUI.h

98 lines
2.5 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Components/CanvasPanelSlot.h"
#include "WBP_PlayerUI.generated.h"
/**
*
*/
enum class EAmmoType: uint8;
class UUWBP_Buf;
UCLASS()
class UWBP_PlayerUI : public UUserWidget
{
GENERATED_BODY()
public:
void SetHp(float hp,float hpMax);
void SetAmmoType(EAmmoType ammoType);
void SetAmmoNumber(int ammo);
void SetDialogueText(FText text);
UUWBP_Buf* AddBuf(UTexture2D* texture,float procent);
UPROPERTY(EditAnywhere, meta = (BindWidget))
class UUWBP_RoundProgressBar* HPBar;
UPROPERTY(EditAnywhere, meta = (BindWidget))
class UTextBlock* AmmoText;
UPROPERTY(EditAnywhere, meta = (BindWidget))
class UImage* AmmoImage;
UPROPERTY(EditAnywhere, meta = (BindWidget))
class UImage* ViewFinder;
UPROPERTY(EditAnywhere, meta = (BindWidget))
class UCanvasPanel* BufPanel;
UPROPERTY(EditAnywhere, meta = (BindWidget))
class UCanvasPanel* AmmoPanel;
UPROPERTY(EditAnywhere, meta = (BindWidget))
class UCanvasPanel* DialoguePanel;
UPROPERTY(EditAnywhere, meta = (BindWidget))
class UTextBlock* DialogueText;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Buf")
float BufRange;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Buf")
float BufAngleDiff;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Buf")
TSubclassOf<UUWBP_Buf> BufClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ammo")
TMap<EAmmoType, UTexture2D*> AmmoIconMap;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Display")
float DisplaySpeed = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Display")
float DialogueSpeed = 0.1f;
void SetVisibilityHP(bool visibility);
void SetVisibilityBuf(bool visibility);
void SetVisibilityAmmo(bool visibility);
void SetVisibilityViewFinder(bool visibility);
void SetShootingViewFinder(bool Shooting);
void SetVisibilityDialogue(bool visibility);
protected:
void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
private:
TArray<UCanvasPanelSlot*> bufsSlots;
void updateBufPosition();
bool showHp = true, showBuf = true, showAmmo = true, showViewFinder = true, showDialogue = true;
float opacityHp = 1.0f, opacityBuf = 1.0f, opacityAmmo = 1.0f, opacityViewFinder = 1.0f, opacityDialogue = 1.0f;
bool shootingViewFinder = false;
float shootingViewFinderPercent = 1.0f;
float timerDialogue = 0.0f;
FText textDialogue = FText();
UMaterialInstanceDynamic* DynamicViewFinderMaterial = nullptr;
};