Created Show and Hide Widget Functions

This commit is contained in:
MH261677 2024-02-19 13:09:51 +00:00 committed by PHILIP WHITE
parent d408958096
commit 220f9ef159
2 changed files with 9 additions and 0 deletions

View File

@ -200,10 +200,12 @@ void ABaseWeaponClass::Fire()
if (!Cast<AAICharacter>(outHit.GetActor())) return; if (!Cast<AAICharacter>(outHit.GetActor())) return;
Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
} }
HideNeedReloadUI();
} }
else if(currentAmmoCount <= 0) else if(currentAmmoCount <= 0)
{ {
UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount); UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
ShowNeedReloadUI();
} }
} }
@ -241,6 +243,7 @@ void ABaseWeaponClass::WeaponReload()
currentAmmoCount = MagazineSize; currentAmmoCount = MagazineSize;
endlessVendettaChar->bIsReloading = false; endlessVendettaChar->bIsReloading = false;
HideReloadingWidget(); HideReloadingWidget();
HideNeedReloadUI();
} }
} }

View File

@ -179,6 +179,12 @@ public:
UFUNCTION(BlueprintCallable) UFUNCTION(BlueprintCallable)
void SetupSilencerAttachment(UStaticMesh* SilencerMesh); void SetupSilencerAttachment(UStaticMesh* SilencerMesh);
UFUNCTION(BlueprintImplementableEvent)
void ShowNeedReloadUI();
UFUNCTION(BlueprintImplementableEvent)
void HideNeedReloadUI();
protected: protected:
UArrowComponent* GunStartArrow; UArrowComponent* GunStartArrow;
bool bStopShooting = false; bool bStopShooting = false;