Update Pause Menu UI for Updated Layout
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EndlessVendetta/Content/PauseMenu/WBP_PauseMenu.uasset
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EndlessVendetta/Content/PauseMenu/WBP_PauseMenu.uasset
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@ -143,7 +143,7 @@ void ABountyHunterCharacter::BeginPlay()
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}
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}
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}
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CreatePauseMenuTabs();
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//CreatePauseMenuTabs();
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}
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void ABountyHunterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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@ -218,12 +218,12 @@ void ABountyHunterCharacter::TogglePauseMenu()
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PauseMenu = CreateWidget<UPauseMenuClass>(GetWorld(), PauseMenuWidgetClass, FName("PauseMenu"));
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PauseMenu->UpdatePlayerStatistics(Money, Favours);
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PauseMenu->AddToViewport(50);
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PauseMenu->OpenNewTab(BountiesTab);
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PauseMenu->OpenedBountiesTab.AddDynamic(this, &ABountyHunterCharacter::OpenBountiesTab);
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PauseMenu->OpenedFavoursTab.AddDynamic(this, &ABountyHunterCharacter::OpenFavoursTab);
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PauseMenu->OpenedNavigationTab.AddDynamic(this, &ABountyHunterCharacter::OpenNavigationTab);
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PauseMenu->OpenedSettingsTab.AddDynamic(this, &ABountyHunterCharacter::OpenSettingsTab);
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PauseMenu->OpenedQuitTab.AddDynamic(this, &ABountyHunterCharacter::OpenQuitTab);
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// PauseMenu->OpenNewTab(BountiesTab);
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// PauseMenu->OpenedBountiesTab.AddDynamic(this, &ABountyHunterCharacter::OpenBountiesTab);
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// PauseMenu->OpenedFavoursTab.AddDynamic(this, &ABountyHunterCharacter::OpenFavoursTab);
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// PauseMenu->OpenedNavigationTab.AddDynamic(this, &ABountyHunterCharacter::OpenNavigationTab);
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// PauseMenu->OpenedSettingsTab.AddDynamic(this, &ABountyHunterCharacter::OpenSettingsTab);
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// PauseMenu->OpenedQuitTab.AddDynamic(this, &ABountyHunterCharacter::OpenQuitTab);
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PauseMenu->SetVisibility(ESlateVisibility::Visible);
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PauseMenu->SetFocus();
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}
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@ -220,6 +220,7 @@ private:
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void CreatePauseMenuTabs();
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// Open or Close the Pause Menu, Defaults to Opening Bounty Tab
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UFUNCTION(BlueprintCallable)
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void TogglePauseMenu();
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// Opens Bounties Tab
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