blaster/Source/Blaster/HUD/BlasterHUD.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/HUD.h"
#include "BlasterHUD.generated.h"
USTRUCT(BlueprintType)
struct FHUDPackage
{
GENERATED_BODY()
public:
UTexture2D* CrosshairsCenter;
UTexture2D* CrosshairsLeft;
UTexture2D* CrosshairsRight;
UTexture2D* CrosshairsTop;
UTexture2D* CrosshairsBottom;
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float CrosshairSpread;
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FLinearColor CrosshairsColor;
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};
/**
*
*/
UCLASS()
class BLASTER_API ABlasterHUD : public AHUD
{
GENERATED_BODY()
public:
virtual void DrawHUD() override;
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void AddCharacterOverlay();
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void AddAnnouncement();
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void AddDebugWidget();
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UPROPERTY(EditAnywhere, Category = "Player Stats")
TSubclassOf<class UUserWidget> CharacterOverlayClass;
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UPROPERTY()
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class UCharacterOverlay* CharacterOverlay;
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UPROPERTY()
class UDebugWidget* DebugWidget;
UPROPERTY(EditAnywhere, Category = "Widget")
TSubclassOf<class UUserWidget> DebugWidgetClass;
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UPROPERTY(EditAnywhere, Category = "Announcements")
TSubclassOf<class UUserWidget> AnnouncementClass;
UPROPERTY()
class UAnnouncement* Announcement;
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protected:
virtual void BeginPlay() override;
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private:
FHUDPackage HUDPackage;
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void DrawCrosshair(UTexture2D* Texture, FVector2D ViewportCenter, FVector2D Spread, FLinearColor CrosshairColor);
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UPROPERTY(EditAnywhere)
float CrosshairSpreadMax = 16.f;
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public:
FORCEINLINE void SetHUDPackage(const FHUDPackage& Package) { HUDPackage = Package; };
};