68 lines
2.1 KiB
C++
68 lines
2.1 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "ProjectT/System/Core/Widget/CommonHUD.h"
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#include "SPCommonHUD.generated.h"
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enum class EObjectiveTypes: uint8;
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UCLASS()
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class PROJECTT_API USPCommonHUD : public UCommonHUD
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{
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GENERATED_BODY()
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protected:
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virtual void NativeConstruct() override;
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virtual void InitializeBindEvent() override;
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveStartGame();
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UFUNCTION(BlueprintNativeEvent)
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void ReceivePlayerDead();
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveGameDefeat();
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveGameVictory();
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveInteractionIndicator(const bool bEnabled);
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveUpdatePlayerHP(const float HPRatio);
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveUpdatePlayerStamina(const float StaminaRatio);
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveUpdateTime(const int32 RemainTime);
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveUpdateIndicator(const FString& InteractionText, const bool bVisibility);
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveUpdateSlotFocus(const int& SlotIndex, const bool bFocused);
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveQuestUpdate(const EObjectiveTypes ObjectiveTypes, const struct FObjectiveSubTypeContext ObjectiveSubTypeContext, const bool IsQuestCompleted);
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveSkillUpdate(TSubclassOf<class ACoreSkill> SkillClass, const float RemainTimeRatio, const bool bCoolDownComplete);
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveUpdateConsumableSlot(const FName& RowName, const FItem& ItemData, const int32 SlotIndex, const int32 ResultCount);
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveUpdateGimmickSlot(const FName& RowName, const FPlayerGimmickSlotData& ItemData, const int32 SlotIndex, const int32 ResultCount);
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveQuestInitialized(const TArray<struct FObjective>& QuestList);
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UFUNCTION(BlueprintNativeEvent)
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void ReceiveSkillInitialized(TSubclassOf<class ACoreSkill> SkillClass, const FString& IconPath);
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};
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