[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

Binary file not shown.

View File

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

View File

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

View File

@ -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();
}
}
}

View File

@ -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;
};

View File

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