[박치영] WBP 호출 위치를 Player Controller에서 HUD로 변경
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@ -4,12 +4,14 @@
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#include "CombatPlayerController.h"
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#include "CombatPlayerController.h"
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#include "UI/UI_MainHUD.h"
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#include "UI/UI_MainHUD.h"
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void ACombatPlayerController::BeginPlay()
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//void ACombatPlayerController::BeginPlay()
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{
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//{
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if (MainHUDClass)
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// Super::BeginPlay();
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{
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//
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UUI_MainHUD* mainHUD = CreateWidget<UUI_MainHUD>(this, MainHUDClass);
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// //MainHUD 로 옮김
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mainHUD->AddToViewport();
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// if (MainHUDClass)
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}
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// {
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// UUI_MainHUD* mainHUD = CreateWidget<UUI_MainHUD>(this, MainHUDClass);
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}
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// mainHUD->AddToViewport();
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// }
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//}
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@ -14,10 +14,11 @@ class D1_API ACombatPlayerController : public APlayerController
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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//public:
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virtual void BeginPlay() override;
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// virtual void BeginPlay() override;
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private:
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//CombatHUD 로 옮김
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UPROPERTY(EditDefaultsOnly, Category = UI)
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//private:
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TSubclassOf<class UUI_MainHUD> MainHUDClass;
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// UPROPERTY(EditDefaultsOnly, Category = UI)
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// TSubclassOf<class UUI_MainHUD> MainHUDClass;
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};
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};
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@ -0,0 +1,21 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "UI/CombatHUD.h"
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#include "UI/UI_MainHUD.h"
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void ACombatHUD::BeginPlay()
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{
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Super::BeginPlay();
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UWorld* World = GetWorld();
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if (World)
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{
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APlayerController* Contorller = World->GetFirstPlayerController();
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if (Contorller && MainUI)
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{
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UUI_MainHUD* outputUI = CreateWidget<UUI_MainHUD>(Contorller, MainUI);
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outputUI->AddToViewport();
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}
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}
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}
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@ -0,0 +1,22 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/HUD.h"
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#include "CombatHUD.generated.h"
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/**
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*
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*/
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UCLASS()
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class D1_API ACombatHUD : public AHUD
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{
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GENERATED_BODY()
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protected:
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virtual void BeginPlay() override;
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private:
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UPROPERTY(EditDefaultsOnly, Category = UI)
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TSubclassOf<class UUI_MainHUD> MainUI;
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};
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@ -21,7 +21,7 @@ public: //Delegate
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void StatBarStatValueUpdated(EStats stat, float value);
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void StatBarStatValueUpdated(EStats stat, float value);
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public:
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (BindWidget))
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (BindWidget))
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class UProgressBar* StatBar;
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TObjectPtr<class UProgressBar> StatBar;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Initialization , meta=(AllowPrivateAccess="true"))
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Initialization , meta=(AllowPrivateAccess="true"))
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EStats StatType;
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EStats StatType;
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