blaster/Source/Blaster/HUD/CharacterOverlay.h

69 lines
1.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Components/Border.h"
#include "Components/Image.h"
#include "CharacterOverlay.generated.h"
/**
*
*/
UCLASS()
class BLASTER_API UCharacterOverlay : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(meta = (BindWidget))
class UProgressBar* HealthBar;
UPROPERTY(meta = (BindWidget))
class UTextBlock* HealthText;
UPROPERTY(meta = (BindWidget))
UProgressBar* ShieldBar;
UPROPERTY(meta = (BindWidget))
UTextBlock* ShieldText;
UPROPERTY(meta = (BindWidget))
UTextBlock* ScoreValue;
UPROPERTY(meta = (BindWidget))
UBorder* RedTeamScoreBorder;
UPROPERTY(meta = (BindWidget))
UTextBlock* RedTeamScore;
UPROPERTY(meta = (BindWidget))
UBorder* BlueTeamScoreBorder;
UPROPERTY(meta = (BindWidget))
UTextBlock* BlueTeamScore;
UPROPERTY(meta = (BindWidget))
UTextBlock* DefeatsValue;
UPROPERTY(meta = (BindWidget))
UTextBlock* WeaponAmmoValue;
UPROPERTY(meta = (BindWidget))
UTextBlock* CarriedAmmoValue;
UPROPERTY(meta = (BindWidget))
UTextBlock* MatchCountdownText;
UPROPERTY(meta = (BindWidget))
UTextBlock* GrenadesAmount;
UPROPERTY(meta = (BindWidget))
UImage* HighPingImage;
UPROPERTY(meta = (BindWidgetAnim), Transient)
UWidgetAnimation* HighPingAnimation;
};