Space Plunder
Loading...
Searching...
No Matches
AttributeBar.h
Go to the documentation of this file.
1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Blueprint/UserWidget.h"
7#include "AttributeBar.generated.h"
8
12UCLASS()
13class BASEHELPERS_API UAttributeBar : public UUserWidget
14{
15 GENERATED_BODY()
16
17public:
18 explicit UAttributeBar(const FObjectInitializer& ObjectInitializer);
19
20 UFUNCTION(BlueprintCallable, Category="Attribute")
21 void UpdateAttribute(const float CurrentLevel, const float MaxLevel);
22 UFUNCTION(BlueprintImplementableEvent, Category="Attribute")
23 void OnUpdateAttribute(const float CurrentLevel, const float MaxLevel);
24
25protected:
26 virtual bool Initialize() override;
27 virtual void NativePreConstruct() override;
28 virtual void NativeConstruct() override;
29
30 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Attribute")
31 class UProgressBar* ProgressBar = nullptr;
32 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Attribute")
33 class UTextBlock* CurrentValueText = nullptr;
34 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Attribute")
35 class UTextBlock* MaxValueText = nullptr;
36
37};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition AttributeBar.h:14