ProjectM/Source/ProjectT/System/SinglePlay/Widget/SPCommonHUD.cpp

104 lines
3.7 KiB
C++

// 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<ASPGameModeBase>(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<class ACoreSkill> 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<struct FObjective>& QuestList)
{
}
void USPCommonHUD::ReceiveSkillInitialized_Implementation(TSubclassOf<class ACoreSkill> SkillClass, const FString& IconPath)
{
}