2022-05-05 15:57:57 +00:00
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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 "BlasterHUD.generated.h"
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USTRUCT(BlueprintType)
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struct FHUDPackage
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{
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GENERATED_BODY()
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public:
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UTexture2D* CrosshairsCenter;
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UTexture2D* CrosshairsLeft;
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UTexture2D* CrosshairsRight;
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UTexture2D* CrosshairsTop;
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UTexture2D* CrosshairsBottom;
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2022-05-05 16:48:17 +00:00
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float CrosshairSpread;
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2022-05-10 20:34:28 +00:00
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FLinearColor CrosshairsColor;
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2022-05-05 15:57:57 +00:00
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};
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/**
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*
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*/
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UCLASS()
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class BLASTER_API ABlasterHUD : public AHUD
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{
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GENERATED_BODY()
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public:
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virtual void DrawHUD() override;
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2022-05-10 10:42:09 +00:00
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void AddCharacterOverlay();
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2022-05-10 20:34:28 +00:00
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void AddAnnouncement();
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2022-05-10 10:42:09 +00:00
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2022-05-07 09:04:11 +00:00
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UPROPERTY(EditAnywhere, Category = "Player Stats")
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TSubclassOf<class UUserWidget> CharacterOverlayClass;
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2022-05-09 15:16:41 +00:00
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UPROPERTY()
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2022-05-07 09:04:11 +00:00
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class UCharacterOverlay* CharacterOverlay;
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2022-05-10 11:31:39 +00:00
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UPROPERTY(EditAnywhere, Category = "Announcements")
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TSubclassOf<class UUserWidget> AnnouncementClass;
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UPROPERTY()
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class UAnnouncement* Announcement;
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2022-05-07 09:04:11 +00:00
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protected:
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virtual void BeginPlay() override;
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2022-05-05 15:57:57 +00:00
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private:
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FHUDPackage HUDPackage;
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2022-05-05 20:46:35 +00:00
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void DrawCrosshair(UTexture2D* Texture, FVector2D ViewportCenter, FVector2D Spread, FLinearColor CrosshairColor);
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2022-05-05 16:48:17 +00:00
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UPROPERTY(EditAnywhere)
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float CrosshairSpreadMax = 16.f;
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2022-05-05 16:16:59 +00:00
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2022-05-05 15:57:57 +00:00
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public:
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FORCEINLINE void SetHUDPackage(const FHUDPackage& Package) { HUDPackage = Package; };
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};
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