18 UFUNCTION(BlueprintCallable, Category=
"Weapons")
19 void SetWeaponSelected(
bool bSelected =
true,
bool bPlayAnim =
true);
20 UFUNCTION(BlueprintCallable, Category=
"Weapons")
21 void SetWeaponHolstered(
bool bHolstered =
false);
22 UFUNCTION(BlueprintPure, Category=
"Weapons")
23 bool GetIsWeaponSelected()
const {
return bWeaponSelected;};
25 UFUNCTION(BlueprintCallable, Category=
"Weapons")
26 void SetWeaponThumbnail(UTexture2D* WeaponThumbnail);
27 UFUNCTION(BlueprintCallable, Category="Weapons")
29 UFUNCTION(BlueprintCallable, Category="Weapons")
30 void SetWeapon(const FString& WeaponID);
32 UFUNCTION(BlueprintCallable, Category="Weapons")
33 void SetWeaponName(const FString& WeaponName);
34 UFUNCTION(BlueprintCallable, Category="Weapons")
35 void SetWeaponAmmo(int32 CurrentAmmo, int32 TotalAmmo);
38 UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category="Weapons")
39 void OnWeaponSelected(const
bool bSelected, const
bool bPlayAnim = true);
40 UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category="Weapons")
43 UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category="Weapons")
44 void OnAmmoChanged(const int32 CurrentAmmo, const int32 TotalAmmo);
45 UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category="Weapons")
46 void OnWeaponHolstered(const
bool bHolstered = false);
50 virtual
void NativeConstruct() override;
51 virtual
bool Initialize() override;
53 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Weapons")
54 class UMaterialInterface* WeaponThumbnailMaterial;
57 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Weapons")
58 class UImage* WeaponThumbnailImage;
59 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Weapons")
60 class UImage* AmmoThumbnailImage;
61 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Weapons")
62 class UImage* DisabledGlow;
65 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Weapons")
66 class UTextBlock* CurrentAmmoTextBlock;
67 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Weapons")
68 class UTextBlock* TotalAmmoTextBlock;
69 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Weapons")
70 class UTextBlock* WeaponNameTextBlock;
71 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Weapons")
72 class UTextBlock* EmptyTextBlock;
74 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Weapons")
75 bool bWeaponSelected = false;