Payback 0.0.1
CK Graduation Project
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WeaponSlotWidget.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "UI/UserWidgetBase.h"
7#include "WeaponSlotWidget.generated.h"
8
9class UTextBlock;
10class UImage;
11class UWidgetAnimation;
15UCLASS()
16class CK_UE_API UWeaponSlotWidget : public UUserWidgetBase
17{
18 GENERATED_BODY()
19
20public:
21 void Select();
22 void Unselect();
23
24protected:
25 virtual void NativeConstruct() override;
26 virtual void NativePreConstruct() override;
27
28 virtual void OnSlotRefreshed();
29
30#if WITH_EDITOR
31 virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
32#endif
33
34protected:
35 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI|HUD")
36 FSlateBrush SelectionFrameBrush;
37
38 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI|HUD")
39 FSlateBrush CharacterPortraitBrush;
40
41 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI|HUD")
42 FSlateBrush WeaponIconBrush;
43
44protected:
45 UPROPERTY(BlueprintReadOnly, Category = "UI|HUD", meta = (BindWidget))
46 TObjectPtr<UImage> SelectionFrame;
47
48 UPROPERTY(BlueprintReadOnly, Category = "UI|HUD", meta = (BindWidget))
49 TObjectPtr<UImage> CharacterPortrait;
50
51 UPROPERTY(BlueprintReadOnly, Category = "UI|HUD", meta = (BindWidget))
52 TObjectPtr<UImage> WeaponIcon;
53
54 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Transient, meta = (BindWidgetAnim))
55 TObjectPtr<UWidgetAnimation> SelectionAnim;
56
57 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Transient, meta = (BindWidgetAnim))
58 TObjectPtr<UWidgetAnimation> UnselectionAnim;
59};
Definition UserWidgetBase.h:33
Definition WeaponSlotWidget.h:17