// Fill out your copyright notice in the Description page of Project Settings. #include "SPCommonHUD.h" #include "ProjectT/System/Core/Common/GlobalUtilsLibrary.h" #include "ProjectT/System/Core/Managers/QuestManager.h" #include "ProjectT/System/SinglePlay/GameModes/SPGameModeBase.h" #include "ProjectT/System/SinglePlay/Managers/SPWidgetManager.h" #include "ProjectT/System/SinglePlay/Interfaces/SPObjectProvider.h" void USPCommonHUD::NativeConstruct() { Super::NativeConstruct(); } void USPCommonHUD::InitializeBindEvent() { Super::InitializeBindEvent(); UWorld* World = UGlobalUtilsLibrary::GetValidWorld(this); ASPGameModeBase* SPGM = UGlobalUtilsLibrary::GetGameModeChecked(World); USPWidgetManager* SPWM = ISPObjectProvider::Execute_GetSPWidgetManager(SPGM); SPWM->OnGameDefeat.BindDynamic(this, &USPCommonHUD::ReceiveGameDefeat); SPWM->OnGameVictory.BindDynamic(this, &USPCommonHUD::ReceiveGameVictory); SPWM->OnInteractionIndicator.BindDynamic(this, &USPCommonHUD::ReceiveInteractionIndicator); SPWM->OnPlayerDead.BindDynamic(this, &USPCommonHUD::ReceivePlayerDead); SPWM->OnQuestInitialized.BindDynamic(this, &USPCommonHUD::ReceiveQuestInitialized); SPWM->OnQuestUpdate.BindDynamic(this, &USPCommonHUD::ReceiveQuestUpdate); SPWM->OnSkillInitialized.BindDynamic(this, &USPCommonHUD::ReceiveSkillInitialized); SPWM->OnSkillUpdate.BindDynamic(this, &USPCommonHUD::ReceiveSkillUpdate); SPWM->OnUpdateIndicator.BindDynamic(this, &USPCommonHUD::ReceiveUpdateIndicator); SPWM->OnUpdateTime.BindDynamic(this, &USPCommonHUD::ReceiveUpdateTime); SPWM->OnUpdateConsumableSlot.BindDynamic(this, &USPCommonHUD::ReceiveUpdateConsumableSlot); SPWM->OnUpdateGimmickSlot.BindDynamic(this, &USPCommonHUD::ReceiveUpdateGimmickSlot); SPWM->OnUpdatePlayerStamina.BindDynamic(this, &USPCommonHUD::ReceiveUpdatePlayerStamina); SPWM->OnUpdateSlotFocus.BindDynamic(this, &USPCommonHUD::ReceiveUpdateSlotFocus); SPWM->OnUpdatePlayerHP.BindDynamic(this, &USPCommonHUD::ReceiveUpdatePlayerHP); SPWM->OnStartGame.BindDynamic(this, &USPCommonHUD::ReceiveStartGame); } void USPCommonHUD::ReceiveStartGame_Implementation() { } void USPCommonHUD::ReceivePlayerDead_Implementation() { } void USPCommonHUD::ReceiveGameDefeat_Implementation() { } void USPCommonHUD::ReceiveGameVictory_Implementation() { } void USPCommonHUD::ReceiveInteractionIndicator_Implementation(const bool bEnabled) { } void USPCommonHUD::ReceiveUpdatePlayerHP_Implementation(const float HPRatio) { } void USPCommonHUD::ReceiveUpdatePlayerStamina_Implementation(const float StaminaRatio) { } void USPCommonHUD::ReceiveUpdateTime_Implementation(const int32 RemainTime) { } void USPCommonHUD::ReceiveUpdateIndicator_Implementation(const FString& InteractionText, const bool bVisibility) { } void USPCommonHUD::ReceiveUpdateSlotFocus_Implementation(const int& SlotIndex, const bool bFocused) { } void USPCommonHUD::ReceiveQuestUpdate_Implementation(const EObjectiveTypes ObjectiveTypes, const struct FObjectiveSubTypeContext ObjectiveSubTypeContext, const bool IsQuestCompleted) { } void USPCommonHUD::ReceiveSkillUpdate_Implementation(TSubclassOf SkillClass, const float RemainTimeRatio, const bool bCoolDownComplete) { } void USPCommonHUD::ReceiveUpdateConsumableSlot_Implementation(const FName& RowName, const FItem& ItemData, const int32 SlotIndex, const int32 ResultCount) { } void USPCommonHUD::ReceiveUpdateGimmickSlot_Implementation(const FName& RowName, const FPlayerGimmickSlotData& ItemData, const int32 SlotIndex, const int32 ResultCount) { } void USPCommonHUD::ReceiveQuestInitialized_Implementation(const TArray& QuestList) { } void USPCommonHUD::ReceiveSkillInitialized_Implementation(TSubclassOf SkillClass, const FString& IconPath) { }