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UWeaponSlotWidget Class Reference

#include <WeaponSlotWidget.h>

Inheritance diagram for UWeaponSlotWidget:

Public Member Functions

void SetWeaponSelected (bool bSelected=true, bool bPlayAnim=true)
 
void SetWeaponHolstered (bool bHolstered=false)
 
bool GetIsWeaponSelected () const
 
void SetWeaponThumbnail (UTexture2D *WeaponThumbnail)
 
void SetWeaponFireMode (const EWeaponFireMode FireMode)
 
void SetWeapon (const FString &WeaponID)
 
void SetWeaponName (const FString &WeaponName)
 
void SetWeaponAmmo (int32 CurrentAmmo, int32 TotalAmmo)
 
void OnWeaponSelected (const bool bSelected, const bool bPlayAnim=true)
 
void OnWeaponFireModeChanged (const EWeaponFireMode FireMode)
 
void OnAmmoChanged (const int32 CurrentAmmo, const int32 TotalAmmo)
 
void OnWeaponHolstered (const bool bHolstered=false)
 

Protected Member Functions

virtual void NativeConstruct () override
 
virtual bool Initialize () override
 

Protected Attributes

class UMaterialInterface * WeaponThumbnailMaterial
 
class UImage * WeaponThumbnailImage
 
class UImage * AmmoThumbnailImage
 
class UImage * DisabledGlow
 
class UTextBlock * CurrentAmmoTextBlock
 
class UTextBlock * TotalAmmoTextBlock
 
class UTextBlock * WeaponNameTextBlock
 
class UTextBlock * EmptyTextBlock
 
bool bWeaponSelected = false
 

Member Function Documentation

◆ GetIsWeaponSelected()

bool UWeaponSlotWidget::GetIsWeaponSelected ( ) const
inline
23{return bWeaponSelected;};
bool bWeaponSelected
Definition WeaponSlotWidget.h:75

◆ Initialize()

bool UWeaponSlotWidget::Initialize ( )
overrideprotectedvirtual
10{
11 const bool Success = Super::Initialize();
12 if (!ensure(DisabledGlow != nullptr)) return false;
13 if (!ensure(AmmoThumbnailImage != nullptr)) return false;
14 if (!ensure(WeaponThumbnailImage != nullptr)) return false;
15 if (!ensure(CurrentAmmoTextBlock != nullptr)) return false;
16 if (!ensure(TotalAmmoTextBlock != nullptr)) return false;
17 if (!ensure(WeaponNameTextBlock != nullptr)) return false;
18 if (!ensure(EmptyTextBlock != nullptr)) return false;
19
20 if(!Success) return false;
21 return true;
22}
class UImage * AmmoThumbnailImage
Definition WeaponSlotWidget.h:60
class UImage * DisabledGlow
Definition WeaponSlotWidget.h:62
class UTextBlock * EmptyTextBlock
Definition WeaponSlotWidget.h:72
class UImage * WeaponThumbnailImage
Definition WeaponSlotWidget.h:58
class UTextBlock * CurrentAmmoTextBlock
Definition WeaponSlotWidget.h:66
class UTextBlock * WeaponNameTextBlock
Definition WeaponSlotWidget.h:70
class UTextBlock * TotalAmmoTextBlock
Definition WeaponSlotWidget.h:68

◆ NativeConstruct()

void UWeaponSlotWidget::NativeConstruct ( )
overrideprotectedvirtual
26{
27 Super::NativeConstruct();
28
29}

◆ OnAmmoChanged()

void UWeaponSlotWidget::OnAmmoChanged ( const int32 CurrentAmmo,
const int32 TotalAmmo )

◆ OnWeaponFireModeChanged()

void UWeaponSlotWidget::OnWeaponFireModeChanged ( const EWeaponFireMode FireMode)

◆ OnWeaponHolstered()

void UWeaponSlotWidget::OnWeaponHolstered ( const bool bHolstered = false)

◆ OnWeaponSelected()

void UWeaponSlotWidget::OnWeaponSelected ( const bool bSelected,
const bool bPlayAnim = true )

◆ SetWeapon()

void UWeaponSlotWidget::SetWeapon ( const FString & WeaponID)
57{
58
59}

◆ SetWeaponAmmo()

void UWeaponSlotWidget::SetWeaponAmmo ( int32 CurrentAmmo,
int32 TotalAmmo )
67{
68 CurrentAmmoTextBlock->SetText(FText::FromString(FString::FromInt(CurrentAmmo)));
69 TotalAmmoTextBlock->SetText(FText::FromString(FString::FromInt(TotalAmmo)));
70 OnAmmoChanged(CurrentAmmo, TotalAmmo);
71}
void OnAmmoChanged(const int32 CurrentAmmo, const int32 TotalAmmo)

◆ SetWeaponFireMode()

void UWeaponSlotWidget::SetWeaponFireMode ( const EWeaponFireMode FireMode)
51{
53}
void OnWeaponFireModeChanged(const EWeaponFireMode FireMode)

◆ SetWeaponHolstered()

void UWeaponSlotWidget::SetWeaponHolstered ( bool bHolstered = false)
76{
77 OnWeaponHolstered(bHolstered);
78}
void OnWeaponHolstered(const bool bHolstered=false)

◆ SetWeaponName()

void UWeaponSlotWidget::SetWeaponName ( const FString & WeaponName)
62{
63 WeaponNameTextBlock->SetText(FText::FromString(WeaponName));
64}

◆ SetWeaponSelected()

void UWeaponSlotWidget::SetWeaponSelected ( bool bSelected = true,
bool bPlayAnim = true )
32{
33 bWeaponSelected = bSelected;
34 OnWeaponSelected(bSelected, bPlayAnim);
35}
void OnWeaponSelected(const bool bSelected, const bool bPlayAnim=true)

◆ SetWeaponThumbnail()

void UWeaponSlotWidget::SetWeaponThumbnail ( UTexture2D * WeaponThumbnail)
38{
39 //@TODO change this to BPLib get weapon thumbnail
40 if(WeaponThumbnail != nullptr && WeaponThumbnailMaterial != nullptr)
41 {
42 //create dynamic material anywhere u like, Constructor or anywhere .
43 UMaterialInstanceDynamic* WeaponThumbnailMaterialInstance = UMaterialInstanceDynamic::Create(WeaponThumbnailMaterial, this);
44 //set paramater with Set***ParamaterValue
45 WeaponThumbnailMaterialInstance->SetTextureParameterValue("IconTexture", WeaponThumbnail);
46 WeaponThumbnailImage->SetBrushFromMaterial(WeaponThumbnailMaterialInstance);
47 }
48}
class UMaterialInterface * WeaponThumbnailMaterial
Definition WeaponSlotWidget.h:54

Member Data Documentation

◆ AmmoThumbnailImage

class UImage* UWeaponSlotWidget::AmmoThumbnailImage
protected

◆ bWeaponSelected

bool UWeaponSlotWidget::bWeaponSelected = false
protected

◆ CurrentAmmoTextBlock

class UTextBlock* UWeaponSlotWidget::CurrentAmmoTextBlock
protected

◆ DisabledGlow

class UImage* UWeaponSlotWidget::DisabledGlow
protected

◆ EmptyTextBlock

class UTextBlock* UWeaponSlotWidget::EmptyTextBlock
protected

◆ TotalAmmoTextBlock

class UTextBlock* UWeaponSlotWidget::TotalAmmoTextBlock
protected

◆ WeaponNameTextBlock

class UTextBlock* UWeaponSlotWidget::WeaponNameTextBlock
protected

◆ WeaponThumbnailImage

class UImage* UWeaponSlotWidget::WeaponThumbnailImage
protected

◆ WeaponThumbnailMaterial

class UMaterialInterface* UWeaponSlotWidget::WeaponThumbnailMaterial
protected

The documentation for this class was generated from the following files: