Added Overlay Widget Controller

This commit is contained in:
2025-06-08 14:17:33 -04:00
parent 87ad06c460
commit bcd45e95ac
11 changed files with 157 additions and 5 deletions

View File

@ -7,7 +7,9 @@
#include "Camera/CameraComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Player/AuraPlayerController.h"
#include "Player/AuraPlayerState.h"
#include "UI/HUD/AuraHUD.h"
AAuraCharacter::AAuraCharacter()
{
@ -36,6 +38,8 @@ void AAuraCharacter::PossessedBy(AController* NewController)
// Init ability actor info for the Server
InitAbilityActorInfo();
InitHUD();
}
void AAuraCharacter::OnRep_PlayerState()
@ -44,6 +48,8 @@ void AAuraCharacter::OnRep_PlayerState()
// Init ability actor info for the Client
InitAbilityActorInfo();
InitHUD();
}
void AAuraCharacter::InitAbilityActorInfo()
@ -55,3 +61,13 @@ void AAuraCharacter::InitAbilityActorInfo()
AttributeSet = AuraPlayerState->GetAttributeSet();
}
void AAuraCharacter::InitHUD() const
{
const auto AuraPlayerState = GetPlayerState<AAuraPlayerState>();
check(AuraPlayerState);
if(const auto AuraPlayerController = Cast<AAuraPlayerController>(GetController()))
if(const auto HUD = Cast<AAuraHUD>(AuraPlayerController->GetHUD()))
HUD->InitOverlay(AuraPlayerController, AuraPlayerState, AbilitySystemComponent, AttributeSet);
}

View File

@ -23,9 +23,8 @@ void AAuraPlayerController::BeginPlay()
Super::BeginPlay();
check(AuraContext);
UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
check(Subsystem);
Subsystem->AddMappingContext(AuraContext, 0);
if(UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
Subsystem->AddMappingContext(AuraContext, 0);
bShowMouseCursor = true;
DefaultMouseCursor = EMouseCursor::Default;

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@ -0,0 +1,35 @@
// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#include "UI/HUD/AuraHUD.h"
#include "UI/Widget/AuraUserWidget.h"
#include "Blueprint/UserWidget.h"
#include "UI/WidgetController/OverlayWidgetController.h"
UOverlayWidgetController* AAuraHUD::GetOverlayWidgetController(const FWidgetControllerParams& WCParams)
{
if (OverlayWidgetController != nullptr) return OverlayWidgetController;
OverlayWidgetController = NewObject<UOverlayWidgetController>(this, OverlayWidgetControllerClass);
OverlayWidgetController->SetWidgetControllerParams(WCParams);
return OverlayWidgetController;
}
void AAuraHUD::InitOverlay(APlayerController* PC, APlayerState* PS, UAbilitySystemComponent* ASC, UAttributeSet* AS)
{
checkf(OverlayWidgetClass, TEXT("Overlay Widget Class uninitialized, please fill out BP_AuraHUD"))
checkf(OverlayWidgetControllerClass, TEXT("Overlay Widget Controller Class uninitialized, please fill out BP_AuraHUD"))
UUserWidget* Widget = CreateWidget<UUserWidget>(GetWorld(), OverlayWidgetClass);
OverlayWidget = Cast<UAuraUserWidget>(Widget);
const FWidgetControllerParams WidgetControllerParams(PC, PS, ASC, AS);
const auto WidgetController = GetOverlayWidgetController(WidgetControllerParams);
OverlayWidget->SetWidgetController(WidgetController);
Widget->AddToViewport();
}

View File

@ -3,3 +3,10 @@
#include "UI/WidgetController/AuraWidgetController.h"
void UAuraWidgetController::SetWidgetControllerParams(const FWidgetControllerParams& Params)
{
PlayerController = Params.PlayerController;
PlayerState = Params.PlayerState;
AbilitySystemComponent = Params.AbilitySystemComponent;
AttributeSet = Params.AttributeSet;
}

View File

@ -0,0 +1,5 @@
// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#include "UI/WidgetController/OverlayWidgetController.h"

View File

@ -31,4 +31,6 @@ public:
private:
void InitAbilityActorInfo();
void InitHUD() const;
};

View File

@ -0,0 +1,39 @@
// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/HUD.h"
#include "AuraHUD.generated.h"
class UAttributeSet;
class UAbilitySystemComponent;
struct FWidgetControllerParams;
class UOverlayWidgetController;
class UAuraUserWidget;
/**
*
*/
UCLASS()
class AURA_API AAuraHUD : public AHUD
{
GENERATED_BODY()
public:
UPROPERTY()
TObjectPtr<UAuraUserWidget> OverlayWidget;
UOverlayWidgetController* GetOverlayWidgetController(const FWidgetControllerParams& WCParams);
void InitOverlay(APlayerController* PC, APlayerState* PS, UAbilitySystemComponent* ASC, UAttributeSet* AS);
private:
UPROPERTY(EditAnywhere)
TSubclassOf<UAuraUserWidget> OverlayWidgetClass;
UPROPERTY()
TObjectPtr<UOverlayWidgetController> OverlayWidgetController;
UPROPERTY(EditAnywhere)
TSubclassOf<UOverlayWidgetController> OverlayWidgetControllerClass;
};

View File

@ -3,11 +3,36 @@
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystemComponent.h"
#include "UObject/NoExportTypes.h"
#include "AuraWidgetController.generated.h"
class UAttributeSet;
class UAbilitySystemComponent;
USTRUCT(BlueprintType)
struct FWidgetControllerParams
{
GENERATED_BODY()
FWidgetControllerParams() {}
FWidgetControllerParams(APlayerController* PC, APlayerState* PS, UAbilitySystemComponent* ASC, UAttributeSet* AS)
: PlayerController(PC), PlayerState(PS), AbilitySystemComponent(ASC), AttributeSet(AS)
{}
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<APlayerController> PlayerController = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<APlayerState> PlayerState = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UAttributeSet> AttributeSet = nullptr;
};
/**
*
*/
@ -16,6 +41,10 @@ class AURA_API UAuraWidgetController : public UObject
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
void SetWidgetControllerParams(const FWidgetControllerParams& Params);
protected:
UPROPERTY(BlueprintReadOnly, Category="WidgetController")
TObjectPtr<APlayerController> PlayerController;

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@ -0,0 +1,17 @@
// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#pragma once
#include "CoreMinimal.h"
#include "UI/WidgetController/AuraWidgetController.h"
#include "OverlayWidgetController.generated.h"
/**
*
*/
UCLASS()
class AURA_API UOverlayWidgetController : public UAuraWidgetController
{
GENERATED_BODY()
};