Disabled Important Stats Widget to Use New Book UI

This commit is contained in:
Philip W 2023-04-21 03:01:22 +01:00
parent 94f45d99c3
commit fe54fcb90b
2 changed files with 5 additions and 5 deletions

View File

@ -48,9 +48,9 @@ void ATempCharacter::BeginPlay()
CrossHairWidget->SetVisibility(ESlateVisibility::Visible); CrossHairWidget->SetVisibility(ESlateVisibility::Visible);
CrossHairWidget->AddToViewport(); CrossHairWidget->AddToViewport();
ImportantStatsWidget = CreateWidget<UUserWidget>(GetWorld(), ImportantStatsSub); // ImportantStatsWidget = CreateWidget<UUserWidget>(GetWorld(), ImportantStatsSub);
ImportantStatsWidget->SetVisibility(ESlateVisibility::Visible); // ImportantStatsWidget->SetVisibility(ESlateVisibility::Visible);
ImportantStatsWidget->AddToViewport(); // ImportantStatsWidget->AddToViewport();
MainMenuWidget = CreateWidget<UUserWidget>(GetWorld(), MainMenuSub); MainMenuWidget = CreateWidget<UUserWidget>(GetWorld(), MainMenuSub);
MainMenuWidget->SetVisibility(ESlateVisibility::Hidden); MainMenuWidget->SetVisibility(ESlateVisibility::Hidden);

View File

@ -56,7 +56,7 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy)
HUD->AddToViewport(); HUD->AddToViewport();
EnemyActor = Enemy; EnemyActor = Enemy;
Cast<ATempCharacter>(PlayerActor)->ImportantStatsWidget->SetVisibility(ESlateVisibility::Hidden); //Cast<ATempCharacter>(PlayerActor)->ImportantStatsWidget->SetVisibility(ESlateVisibility::Hidden);
ProbertiumResource = 10; ProbertiumResource = 10;
EisResource = 10; EisResource = 10;
@ -97,7 +97,7 @@ void ATurnBaseCombatV2::EndCombat()
{ {
StatusEffect->OnExpiry(PlayerActor); StatusEffect->OnExpiry(PlayerActor);
} }
Cast<ATempCharacter>(PlayerActor)->ImportantStatsWidget->SetVisibility(ESlateVisibility::Visible); //Cast<ATempCharacter>(PlayerActor)->ImportantStatsWidget->SetVisibility(ESlateVisibility::Visible);
HUD->RemoveFromParent(); HUD->RemoveFromParent();
APawn* PlayerPawn = Cast<APawn>(GetWorld()->GetFirstPlayerController()->GetPawn()); APawn* PlayerPawn = Cast<APawn>(GetWorld()->GetFirstPlayerController()->GetPawn());