blaster/Source/Blaster/PlayerController/BlasterPlayerController.cpp

92 lines
2.6 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "BlasterPlayerController.h"
#include "Blaster/Character/BlasterCharacter.h"
#include "Blaster/HUD/BlasterHUD.h"
#include "Blaster/HUD/CharacterOverlay.h"
#include "Components/ProgressBar.h"
#include "Components/TextBlock.h"
void ABlasterPlayerController::BeginPlay()
{
Super::BeginPlay();
BlasterHUD = Cast<ABlasterHUD>(GetHUD());
}
void ABlasterPlayerController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
if (const ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(InPawn))
{
SetHUDHealth(BlasterCharacter->GetHealth(), BlasterCharacter->GetMaxHealth());
}
}
void ABlasterPlayerController::SetHUDHealth(float Health, float MaxHealth)
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid =
BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->HealthBar &&
BlasterHUD->CharacterOverlay->HealthText;
if (bHUDValid)
{
const float HealthPercent = Health / MaxHealth;
BlasterHUD->CharacterOverlay->HealthBar->SetPercent(HealthPercent);
const FString HealthText = FString::Printf(TEXT("%d/%d"), FMath::CeilToInt(Health), FMath::CeilToInt(MaxHealth));
BlasterHUD->CharacterOverlay->HealthText->SetText(FText::FromString(HealthText));
}
}
void ABlasterPlayerController::SetHUDScore(float Score)
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid =
BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->ScoreValue;
if (bHUDValid)
{
const FString ScoreAmount = FString::Printf(TEXT("%d"), FMath::FloorToInt(Score));
BlasterHUD->CharacterOverlay->ScoreValue->SetText(FText::FromString(ScoreAmount));
}
}
void ABlasterPlayerController::SetHUDDefeats(int32 Defeats)
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid =
BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->DefeatsValue;
if (bHUDValid)
{
const FString DefeatsAmount = FString::Printf(TEXT("%d"), Defeats);
BlasterHUD->CharacterOverlay->DefeatsValue->SetText(FText::FromString(DefeatsAmount));
}
}
void ABlasterPlayerController::SetHUDWeaponAmmo(int32 Ammo)
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid =
BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->WeaponAmmoValue;
if (bHUDValid)
{
const FString WeaponAmmoAmount = FString::Printf(TEXT("%d"), Ammo);
BlasterHUD->CharacterOverlay->WeaponAmmoValue->SetText(FText::FromString(WeaponAmmoAmount));
}
}