2022-05-23 18:41:30 +00:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Components/Widget.h"
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2022-09-13 07:18:28 +00:00
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#include "Containers/Map.h"
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2022-05-23 18:41:30 +00:00
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#include "GameplayTagContainer.h"
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2022-09-13 07:18:28 +00:00
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#include "Styling/SlateBrush.h"
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#include "Templates/SharedPointer.h"
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#include "UObject/UObjectGlobals.h"
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2022-05-23 18:41:30 +00:00
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#include "HitMarkerConfirmationWidget.generated.h"
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2022-09-13 07:18:28 +00:00
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class SHitMarkerConfirmationWidget;
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class SWidget;
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class UObject;
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struct FGameplayTag;
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2022-05-23 18:41:30 +00:00
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UCLASS()
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class UHitMarkerConfirmationWidget : public UWidget
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{
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GENERATED_BODY()
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public:
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UHitMarkerConfirmationWidget(const FObjectInitializer& ObjectInitializer);
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//~UWidget interface
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protected:
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virtual TSharedRef<SWidget> RebuildWidget() override;
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//~End of UWidget interface
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//~UVisual interface
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public:
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virtual void ReleaseSlateResources(bool bReleaseChildren) override;
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//~End of UVisual interface
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public:
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/** The duration (in seconds) to display hit notifies (they fade to transparent over this time) */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance, meta=(ClampMin=0.0, ForceUnits=s))
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float HitNotifyDuration = 0.4f;
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/** The marker image to draw for individual hit markers. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance)
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FSlateBrush PerHitMarkerImage;
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/** Map from zone tag (e.g., weak spot) to override marker images for individual location hits. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance)
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TMap<FGameplayTag, FSlateBrush> PerHitMarkerZoneOverrideImages;
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/** The marker image to draw if there are any hits at all. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Appearance)
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FSlateBrush AnyHitsMarkerImage;
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private:
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/** Internal slate widget representing the actual marker visuals */
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TSharedPtr<SHitMarkerConfirmationWidget> MyMarkerWidget;
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};
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