diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index a3d1b18b..37c05e62 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -200,10 +200,12 @@ void ABaseWeaponClass::Fire() if (!Cast(outHit.GetActor())) return; Cast(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); } + HideNeedReloadUI(); } else if(currentAmmoCount <= 0) { UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount); + ShowNeedReloadUI(); } } @@ -241,6 +243,7 @@ void ABaseWeaponClass::WeaponReload() currentAmmoCount = MagazineSize; endlessVendettaChar->bIsReloading = false; HideReloadingWidget(); + HideNeedReloadUI(); } } diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index 455752b0..ea33cad6 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -179,6 +179,12 @@ public: UFUNCTION(BlueprintCallable) void SetupSilencerAttachment(UStaticMesh* SilencerMesh); + UFUNCTION(BlueprintImplementableEvent) + void ShowNeedReloadUI(); + + UFUNCTION(BlueprintImplementableEvent) + void HideNeedReloadUI(); + protected: UArrowComponent* GunStartArrow; bool bStopShooting = false;