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