[박치영] WBP 호출 위치를 Player Controller에서 HUD로 변경

main
pcyoung 2023-08-12 11:12:27 +09:00 committed by PCYPC\pcy35
parent 7838da179b
commit b5d514ec53
8 changed files with 61 additions and 15 deletions

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@ -4,12 +4,14 @@
#include "CombatPlayerController.h"
#include "UI/UI_MainHUD.h"
void ACombatPlayerController::BeginPlay()
{
if (MainHUDClass)
{
UUI_MainHUD* mainHUD = CreateWidget<UUI_MainHUD>(this, MainHUDClass);
mainHUD->AddToViewport();
}
}
//void ACombatPlayerController::BeginPlay()
//{
// Super::BeginPlay();
//
// //MainHUD 로 옮김
// if (MainHUDClass)
// {
// UUI_MainHUD* mainHUD = CreateWidget<UUI_MainHUD>(this, MainHUDClass);
// mainHUD->AddToViewport();
// }
//}

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@ -14,10 +14,11 @@ class D1_API ACombatPlayerController : public APlayerController
{
GENERATED_BODY()
public:
virtual void BeginPlay() override;
//public:
// virtual void BeginPlay() override;
private:
UPROPERTY(EditDefaultsOnly, Category = UI)
TSubclassOf<class UUI_MainHUD> MainHUDClass;
//CombatHUD 로 옮김
//private:
// UPROPERTY(EditDefaultsOnly, Category = UI)
// TSubclassOf<class UUI_MainHUD> MainHUDClass;
};

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@ -0,0 +1,21 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/CombatHUD.h"
#include "UI/UI_MainHUD.h"
void ACombatHUD::BeginPlay()
{
Super::BeginPlay();
UWorld* World = GetWorld();
if (World)
{
APlayerController* Contorller = World->GetFirstPlayerController();
if (Contorller && MainUI)
{
UUI_MainHUD* outputUI = CreateWidget<UUI_MainHUD>(Contorller, MainUI);
outputUI->AddToViewport();
}
}
}

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@ -0,0 +1,22 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/HUD.h"
#include "CombatHUD.generated.h"
/**
*
*/
UCLASS()
class D1_API ACombatHUD : public AHUD
{
GENERATED_BODY()
protected:
virtual void BeginPlay() override;
private:
UPROPERTY(EditDefaultsOnly, Category = UI)
TSubclassOf<class UUI_MainHUD> MainUI;
};

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@ -21,7 +21,7 @@ public: //Delegate
void StatBarStatValueUpdated(EStats stat, float value);
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (BindWidget))
class UProgressBar* StatBar;
TObjectPtr<class UProgressBar> StatBar;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Initialization , meta=(AllowPrivateAccess="true"))
EStats StatType;