void UUICharacterSelection::NativeConstruct()
{
    Super::NativeConstruct();
    
    bt_char_1_ = Cast<UButton>(GetWidgetFromName(TEXT("BT_Char_1")));
    bt_char_2_ = Cast<UButton>(GetWidgetFromName(TEXT("BT_Char_2")));
    
    bt_char_1_->OnClicked.AddDynamic(this, &UUICharacterSelection::OnClickChar1);
    bt_char_2_->OnClicked.AddDynamic(this, &UUICharacterSelection::OnClickChar2);
}
Esempio n. 2
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UFloatingTextWidget* UFloatingTextWidget::Create(UObject* worldContextObject, FString message, FLinearColor textColor)
{
	auto widget = InstantiateWidget<UFloatingTextWidget>(worldContextObject);
	widget->messageLabel = Cast<UTextBlock>(widget->GetWidgetFromName(TEXT("MessageLabel")));
	widget->messageLabel->SetText(FText::FromString(message));
	widget->SetColor(textColor);

	return widget;
}
Esempio n. 3
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UPlayerAvatarWidget* UPlayerAvatarWidget::Create(UObject* worldContextObject)
{
	auto widget = InstantiateWidget<UPlayerAvatarWidget>(worldContextObject);
	if (!widget) return nullptr;

	widget->avatarImage = Cast<UImage>(widget->GetWidgetFromName(TEXT("AvatarImage")));

	return widget;
}
void UUIMain::NativeConstruct()
{
    Super::NativeConstruct();
    
    vb_choose_team_ = (UVerticalBox*)GetWidgetFromName(TEXT("VB_ChooseTeam"));
    bt_ct_team_red_ = (UButton*)GetWidgetFromName(TEXT("BT_CT_Red"));
    bt_ct_team_blue_ = (UButton*)GetWidgetFromName(TEXT("BT_CT_Blue"));
    tb_counter_ = (UTextBlock*)GetWidgetFromName(TEXT("TextNum"));
    HideCounter();
    counter_ = &Cast<ANPGameState>(GetWorld()->GameState)->GetCounterStr();
    
    bt_ct_team_blue_->OnClicked.AddDynamic(this, &UUIMain::OnBTCTBlue);
    bt_ct_team_red_->OnClicked.AddDynamic(this, &UUIMain::OnBTCTRed);
    
    ui_char_ = Cast<UUICharacterSelection>(GetWidgetFromName(TEXT("CharSelection")));
    
    HideTeamSelection();
    ShowCharacterSelection();
}
Esempio n. 5
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UMainMenuWidget* UMainMenuWidget::Create(UObject* worldContextObject)
{
	auto widget = InstantiateWidget<UMainMenuWidget>(worldContextObject);
	if (!widget) return nullptr;

	widget->playButton = Cast<UButton>(widget->GetWidgetFromName(TEXT("PlayButton")));
	widget->quitButton = Cast<UButton>(widget->GetWidgetFromName(TEXT("QuitButton")));

	widget->playButton->OnClicked.AddDynamic(widget, &UMainMenuWidget::OnPlayButtonClicked);
	widget->quitButton->OnClicked.AddDynamic(widget, &UMainMenuWidget::OnQuitButtonClicked);

	GetPlayerController()->bShowMouseCursor = true;

	return widget;
}
void UGISSlotBaseWidget::OnDragDetected_Implementation(FGeometry MyGeometry, const FPointerEvent& PointerEvent, UDragDropOperation*& Operation)
{
		UWidget* superWidget = GetWidgetFromName(DropSlottName);
		UOverlay* overlay = Cast<UOverlay>(superWidget);
		//UGISItemBaseWidget* itemTemp = 
		UGISItemBaseWidget* ItemWidget = Cast<UGISItemBaseWidget>(overlay->GetChildAt(0)); //ConstructObject<UGISItemBaseWidget>(GISItemClass);
		if (ItemWidget && SlotInfo.CurrentInventoryComponent.IsValid())
		{
			ItemWidget->LastSlotInfo = SlotInfo;
			ItemWidget->LastSlotInfo.ItemData = nullptr;
			ItemWidget->ItemData = SlotInfo.ItemData;
			ItemWidget->LastSlot = this;
		}

		UDragDropOperation* DragDropOp = ConstructObject<UDragDropOperation>(UDragDropOperation::StaticClass());
		if (DragDropOp)
		{
			DragDropOp->Payload = ItemWidget;
			DragDropOp->DefaultDragVisual = ItemWidget;

			Operation = DragDropOp;
		}
}