Implemented All Favour Buying Buttons
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							| @ -37,7 +37,6 @@ void ABountyDirector::BeginPlay() | |||||||
| 	} | 	} | ||||||
| 	 | 	 | ||||||
| 	SpawnBountyAndItsSideBounties(); | 	SpawnBountyAndItsSideBounties(); | ||||||
| 	UpdateBountyDisplay(); |  | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void ABountyDirector::SpawnBountyAndItsSideBounties() | void ABountyDirector::SpawnBountyAndItsSideBounties() | ||||||
| @ -97,12 +96,10 @@ void ABountyDirector::FinishActiveBounty() | |||||||
| 	{ | 	{ | ||||||
| 		UE_LOG(LogTemp, Warning, TEXT("Finished all bounties currently available in the game :)")); | 		UE_LOG(LogTemp, Warning, TEXT("Finished all bounties currently available in the game :)")); | ||||||
| 		ActiveBounty = nullptr; | 		ActiveBounty = nullptr; | ||||||
| 		UpdateBountyDisplay(); |  | ||||||
| 		return; | 		return; | ||||||
| 	} | 	} | ||||||
| 
 | 
 | ||||||
| 	SpawnBountyAndItsSideBounties(); | 	SpawnBountyAndItsSideBounties(); | ||||||
| 	UpdateBountyDisplay(); |  | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void ABountyDirector::DestroyActiveSideBounties() | void ABountyDirector::DestroyActiveSideBounties() | ||||||
| @ -116,8 +113,6 @@ void ABountyDirector::DestroyActiveSideBounties() | |||||||
| 		SideBounty->DestroyCheckpoints(); | 		SideBounty->DestroyCheckpoints(); | ||||||
| 		SideBounty->Destroy(); | 		SideBounty->Destroy(); | ||||||
| 	} | 	} | ||||||
| 
 |  | ||||||
| 	UpdateBountyDisplay(); |  | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| // ----------- Favour Shop ---------------
 | // ----------- Favour Shop ---------------
 | ||||||
| @ -133,7 +128,8 @@ void ABountyDirector::BuyCustomBountyAlteration_1() | |||||||
| 	int Cost = ActiveBounty->GetCustomBountyAlteration_1_Cost(); | 	int Cost = ActiveBounty->GetCustomBountyAlteration_1_Cost(); | ||||||
| 	if (Cost == 0 || Favours < Cost) return; | 	if (Cost == 0 || Favours < Cost) return; | ||||||
| 	Favours -= Cost; | 	Favours -= Cost; | ||||||
| 	ActiveBounty->BuyCustomBountyAlteration_1(); | 	PC_Display->UpdateFavourCount(Favours); | ||||||
|  | 	ActiveBounty->ActivateCustomBountyAlteration_1(); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| @ -143,7 +139,8 @@ void ABountyDirector::BuyCustomBountyAlteration_2() | |||||||
| 	int Cost = ActiveBounty->GetCustomBountyAlteration_2_Cost(); | 	int Cost = ActiveBounty->GetCustomBountyAlteration_2_Cost(); | ||||||
| 	if (Cost == 0 || Favours < Cost) return; | 	if (Cost == 0 || Favours < Cost) return; | ||||||
| 	Favours -= Cost; | 	Favours -= Cost; | ||||||
| 	ActiveBounty->BuyCustomBountyAlteration_2(); | 	PC_Display->UpdateFavourCount(Favours); | ||||||
|  | 	ActiveBounty->ActivateCustomBountyAlteration_2(); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void ABountyDirector::BuyCustomBountyAlteration_3() | void ABountyDirector::BuyCustomBountyAlteration_3() | ||||||
| @ -152,7 +149,8 @@ void ABountyDirector::BuyCustomBountyAlteration_3() | |||||||
| 	int Cost = ActiveBounty->GetCustomBountyAlteration_3_Cost(); | 	int Cost = ActiveBounty->GetCustomBountyAlteration_3_Cost(); | ||||||
| 	if (Cost == 0 || Favours < Cost) return; | 	if (Cost == 0 || Favours < Cost) return; | ||||||
| 	Favours -= Cost; | 	Favours -= Cost; | ||||||
| 	ActiveBounty->BuyCustomBountyAlteration_3(); | 	PC_Display->UpdateFavourCount(Favours); | ||||||
|  | 	ActiveBounty->ActivateCustomBountyAlteration_3(); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void ABountyDirector::BuyAmmoDrop() | void ABountyDirector::BuyAmmoDrop() | ||||||
| @ -160,7 +158,8 @@ void ABountyDirector::BuyAmmoDrop() | |||||||
| 	if (!IsValid(ActiveBounty)) return; | 	if (!IsValid(ActiveBounty)) return; | ||||||
| 	if (Favours < 1) return; | 	if (Favours < 1) return; | ||||||
| 	Favours--; | 	Favours--; | ||||||
| 	ActiveBounty->BuySpawnAmmoDrops(); | 	PC_Display->UpdateFavourCount(Favours); | ||||||
|  | 	ActiveBounty->SpawnAmmoDrops(); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void ABountyDirector::BuyHealthDrop() | void ABountyDirector::BuyHealthDrop() | ||||||
| @ -168,7 +167,8 @@ void ABountyDirector::BuyHealthDrop() | |||||||
| 	if (!IsValid(ActiveBounty)) return; | 	if (!IsValid(ActiveBounty)) return; | ||||||
| 	if (Favours < 1) return; | 	if (Favours < 1) return; | ||||||
| 	Favours--; | 	Favours--; | ||||||
| 	ActiveBounty->BuySpawnHealthDrops(); | 	PC_Display->UpdateFavourCount(Favours); | ||||||
|  | 	ActiveBounty->SpawnHealthDrops(); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void ABountyDirector::BuyEnemyRadio() | void ABountyDirector::BuyEnemyRadio() | ||||||
| @ -176,7 +176,8 @@ void ABountyDirector::BuyEnemyRadio() | |||||||
| 	if (!IsValid(ActiveBounty)) return; | 	if (!IsValid(ActiveBounty)) return; | ||||||
| 	if (Favours < 1) return; | 	if (Favours < 1) return; | ||||||
| 	Favours--; | 	Favours--; | ||||||
| 	ActiveBounty->BuyEnemyRadio(); | 	PC_Display->UpdateFavourCount(Favours); | ||||||
|  | 	ActiveBounty->ActivateEnemyRadio(); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void ABountyDirector::BuyFavours() | void ABountyDirector::BuyFavours() | ||||||
| @ -184,6 +185,7 @@ void ABountyDirector::BuyFavours() | |||||||
| 	if (PlayerChar->Money < FavourCost) return; | 	if (PlayerChar->Money < FavourCost) return; | ||||||
| 	PlayerChar->Money -= FavourCost; | 	PlayerChar->Money -= FavourCost; | ||||||
| 	Favours++; | 	Favours++; | ||||||
|  | 	PC_Display->UpdateFavourCount(Favours); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| // ----------- PC Display ---------------
 | // ----------- PC Display ---------------
 | ||||||
| @ -202,7 +204,7 @@ void ABountyDirector::Interact() | |||||||
| 	PlayerController->bEnableClickEvents = true; | 	PlayerController->bEnableClickEvents = true; | ||||||
| 	PlayerController->bEnableMouseOverEvents = true; | 	PlayerController->bEnableMouseOverEvents = true; | ||||||
| 
 | 
 | ||||||
| 	UPC_Display* PC_Display = Cast<UPC_Display>(PC_DisplayWidget); | 	PC_Display = Cast<UPC_Display>(PC_DisplayWidget); | ||||||
| 	bool GameOver = !IsValid(ActiveBounty); | 	bool GameOver = !IsValid(ActiveBounty); | ||||||
| 	PC_Display->PC_Display_Info.IsGameOver = GameOver; | 	PC_Display->PC_Display_Info.IsGameOver = GameOver; | ||||||
| 	PC_Display->LogoutFromBountyDirectorPC.AddDynamic(this, &ABountyDirector::DestroyBountyDirectorPCWidget); | 	PC_Display->LogoutFromBountyDirectorPC.AddDynamic(this, &ABountyDirector::DestroyBountyDirectorPCWidget); | ||||||
| @ -248,6 +250,12 @@ void ABountyDirector::Interact() | |||||||
| 
 | 
 | ||||||
| 	// Button Delegates
 | 	// Button Delegates
 | ||||||
| 	PC_Display->BuyCba_1.AddDynamic(this, &ABountyDirector::BuyCustomBountyAlteration_1); | 	PC_Display->BuyCba_1.AddDynamic(this, &ABountyDirector::BuyCustomBountyAlteration_1); | ||||||
|  | 	PC_Display->BuyCba_2.AddDynamic(this, &ABountyDirector::BuyCustomBountyAlteration_2); | ||||||
|  | 	PC_Display->BuyCba_3.AddDynamic(this, &ABountyDirector::BuyCustomBountyAlteration_3); | ||||||
|  | 	PC_Display->BuyAmmoDrop.AddDynamic(this, &ABountyDirector::BuyAmmoDrop); | ||||||
|  | 	PC_Display->BuyHealthDrop.AddDynamic(this, &ABountyDirector::BuyHealthDrop); | ||||||
|  | 	PC_Display->BuyRadio.AddDynamic(this, &ABountyDirector::BuyEnemyRadio); | ||||||
|  | 	PC_Display->BuyFavour.AddDynamic(this, &ABountyDirector::BuyFavours); | ||||||
| 	 | 	 | ||||||
| 	PC_Display->LoadOS(); | 	PC_Display->LoadOS(); | ||||||
| } | } | ||||||
|  | |||||||
| @ -33,6 +33,8 @@ class ENDLESSVENDETTA_API ABountyDirector : public AInteractableActor | |||||||
| 
 | 
 | ||||||
| 	UUserWidget* PC_DisplayWidget; | 	UUserWidget* PC_DisplayWidget; | ||||||
| 
 | 
 | ||||||
|  | 	UPC_Display* PC_Display; | ||||||
|  | 
 | ||||||
| 	int CurrentBountyIndex = 0; | 	int CurrentBountyIndex = 0; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(VisibleAnywhere, Category = "Bounty") | 	UPROPERTY(VisibleAnywhere, Category = "Bounty") | ||||||
| @ -42,7 +44,6 @@ class ENDLESSVENDETTA_API ABountyDirector : public AInteractableActor | |||||||
| 	TArray<ASideBountyClass*> ActiveSideBounties; | 	TArray<ASideBountyClass*> ActiveSideBounties; | ||||||
| 
 | 
 | ||||||
| 	// Checks if completed the bounty, and moves onto the next if so
 | 	// Checks if completed the bounty, and moves onto the next if so
 | ||||||
| 	//UFUNCTION(BlueprintCallable, Category = "Bounty")
 |  | ||||||
| 	void UpdateBountyProgression(); | 	void UpdateBountyProgression(); | ||||||
| 
 | 
 | ||||||
| 	void SpawnBountyAndItsSideBounties(); | 	void SpawnBountyAndItsSideBounties(); | ||||||
| @ -50,46 +51,45 @@ class ENDLESSVENDETTA_API ABountyDirector : public AInteractableActor | |||||||
| 	// Collect reward for current Bounty and prepare for the next
 | 	// Collect reward for current Bounty and prepare for the next
 | ||||||
| 	void FinishActiveBounty(); | 	void FinishActiveBounty(); | ||||||
| 
 | 
 | ||||||
|  | 	// Opens up Bounty Director PC Interface
 | ||||||
| 	void Interact() override; | 	void Interact() override; | ||||||
| 	 | 	 | ||||||
| protected: | protected: | ||||||
| 	int Favours = 20; | 	int Favours = 20; | ||||||
|  | 	 | ||||||
| 	// Called when the game starts or when spawned
 | 	// Called when the game starts or when spawned
 | ||||||
| 	virtual void BeginPlay() override; | 	virtual void BeginPlay() override; | ||||||
| 		 | 		 | ||||||
| 	/** Blueprint implemented function called from c++, handles aesthetic changes to bounty display
 |  | ||||||
| 	based on data from ActiveBC and ActiveSBC */ |  | ||||||
| 	UFUNCTION(BlueprintImplementableEvent, Category = "bounty") |  | ||||||
| 	void UpdateBountyDisplay(); |  | ||||||
| 	 |  | ||||||
| 	UFUNCTION() | 	UFUNCTION() | ||||||
| 	void DestroyActiveSideBounties(); | 	void DestroyActiveSideBounties(); | ||||||
| 
 | 
 | ||||||
| 	UFUNCTION() | 	UFUNCTION() | ||||||
| 	void DestroyBountyDirectorPCWidget(); | 	void DestroyBountyDirectorPCWidget(); | ||||||
| 
 | 
 | ||||||
|  | 	// Listens for when a side bounty is completed
 | ||||||
| 	UFUNCTION() | 	UFUNCTION() | ||||||
| 	void EarnFavours(int FavoursEarned); | 	void EarnFavours(int FavoursEarned); | ||||||
| 	 | 	 | ||||||
|  | // -------- Buy Buttons --------
 | ||||||
| 	UFUNCTION() | 	UFUNCTION() | ||||||
| 	void BuyCustomBountyAlteration_1(); | 	void BuyCustomBountyAlteration_1(); | ||||||
| 
 | 
 | ||||||
| 	UFUNCTION(BlueprintCallable, Category = "Bounty Director") | 	UFUNCTION() | ||||||
| 	void BuyCustomBountyAlteration_2(); | 	void BuyCustomBountyAlteration_2(); | ||||||
| 
 | 
 | ||||||
| 	UFUNCTION(BlueprintCallable, Category = "Bounty Director") | 	UFUNCTION() | ||||||
| 	void BuyCustomBountyAlteration_3(); | 	void BuyCustomBountyAlteration_3(); | ||||||
| 	 | 	 | ||||||
| 	UFUNCTION(BlueprintCallable, Category = "Bounty Director") | 	UFUNCTION() | ||||||
| 	void BuyAmmoDrop(); | 	void BuyAmmoDrop(); | ||||||
| 
 | 
 | ||||||
| 	UFUNCTION(BlueprintCallable, Category = "Bounty Director") | 	UFUNCTION() | ||||||
| 	void BuyHealthDrop(); | 	void BuyHealthDrop(); | ||||||
| 
 | 
 | ||||||
| 	UFUNCTION(BlueprintCallable, Category = "Bounty Director") | 	UFUNCTION() | ||||||
| 	void BuyEnemyRadio(); | 	void BuyEnemyRadio(); | ||||||
| 
 | 
 | ||||||
| 	UFUNCTION(BlueprintCallable, Category = "Bounty Director") | 	UFUNCTION() | ||||||
| 	void BuyFavours(); | 	void BuyFavours(); | ||||||
| 
 | 
 | ||||||
| public:	 | public:	 | ||||||
|  | |||||||
| @ -3,22 +3,24 @@ | |||||||
| 
 | 
 | ||||||
| #include "MainBountyClass.h" | #include "MainBountyClass.h" | ||||||
| 
 | 
 | ||||||
| void AMainBountyClass::BuySpawnAmmoDrops() | void AMainBountyClass::SpawnAmmoDrops() | ||||||
| { | { | ||||||
| 	FActorSpawnParameters SpawnParameters; | 	UE_LOG(LogTemp, Display, TEXT("Bought Ammo Drops, but its not implemented yet")); | ||||||
| 	SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; | 	// FActorSpawnParameters SpawnParameters;
 | ||||||
| 	for (FTransform Spawn : AmmoDropSpawnTransforms) | 	// SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
 | ||||||
| 	{ | 	// for (FTransform Spawn : AmmoDropSpawnTransforms)
 | ||||||
| 		GetWorld()->SpawnActor<AActor>(AmmoDropClass, Spawn.GetLocation(), Spawn.GetRotation().Rotator(), SpawnParameters); | 	// {
 | ||||||
| 	} | 	// 	GetWorld()->SpawnActor<AActor>(AmmoDropClass, Spawn.GetLocation(), Spawn.GetRotation().Rotator(), SpawnParameters);
 | ||||||
|  | 	// }
 | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void AMainBountyClass::BuySpawnHealthDrops() | void AMainBountyClass::SpawnHealthDrops() | ||||||
| { | { | ||||||
| 	FActorSpawnParameters SpawnParameters; | 	UE_LOG(LogTemp, Display, TEXT("Bought Health Drops, but its not implemented yet")); | ||||||
| 	SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; | 	// FActorSpawnParameters SpawnParameters;
 | ||||||
| 	for (FTransform Spawn : HealthDropSpawnTransforms) | 	// SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
 | ||||||
| 	{ | 	// for (FTransform Spawn : HealthDropSpawnTransforms)
 | ||||||
| 		GetWorld()->SpawnActor<AActor>(HealthDropClass, Spawn.GetLocation(), Spawn.GetRotation().Rotator(), SpawnParameters); | 	// {
 | ||||||
| 	} | 	// 	GetWorld()->SpawnActor<AActor>(HealthDropClass, Spawn.GetLocation(), Spawn.GetRotation().Rotator(), SpawnParameters);
 | ||||||
|  | 	// }
 | ||||||
| } | } | ||||||
| @ -48,13 +48,13 @@ public: | |||||||
| 	 | 	 | ||||||
| 	// ------------- Custom Bounty Alterations -------------
 | 	// ------------- Custom Bounty Alterations -------------
 | ||||||
| 	UFUNCTION(BlueprintImplementableEvent, Category = "Bounty") | 	UFUNCTION(BlueprintImplementableEvent, Category = "Bounty") | ||||||
| 	void BuyCustomBountyAlteration_1(); | 	void ActivateCustomBountyAlteration_1(); | ||||||
| 
 | 
 | ||||||
| 	UFUNCTION(BlueprintImplementableEvent, Category = "Bounty") | 	UFUNCTION(BlueprintImplementableEvent, Category = "Bounty") | ||||||
| 	void BuyCustomBountyAlteration_2(); | 	void ActivateCustomBountyAlteration_2(); | ||||||
| 	 | 	 | ||||||
| 	UFUNCTION(BlueprintImplementableEvent, Category = "Bounty") | 	UFUNCTION(BlueprintImplementableEvent, Category = "Bounty") | ||||||
| 	void BuyCustomBountyAlteration_3(); | 	void ActivateCustomBountyAlteration_3(); | ||||||
| 
 | 
 | ||||||
| 	UFUNCTION(BlueprintCallable, Category = "Bounty") | 	UFUNCTION(BlueprintCallable, Category = "Bounty") | ||||||
| 	FString GetCustomBountyAlteration_1_Description() | 	FString GetCustomBountyAlteration_1_Description() | ||||||
| @ -93,12 +93,13 @@ public: | |||||||
| 	} | 	} | ||||||
| 	// ------------- Simple Bounty Alterations	-------------
 | 	// ------------- Simple Bounty Alterations	-------------
 | ||||||
| 
 | 
 | ||||||
| 	void BuySpawnAmmoDrops(); | 	void SpawnAmmoDrops(); | ||||||
| 
 | 
 | ||||||
| 	void BuySpawnHealthDrops(); | 	void SpawnHealthDrops(); | ||||||
| 
 | 
 | ||||||
| 	void BuyEnemyRadio() | 	void ActivateEnemyRadio() | ||||||
| 	{ | 	{ | ||||||
|  | 		UE_LOG(LogTemp, Display, TEXT("Bought Radio, but it's not implemented yet")); | ||||||
| 		HasEnemyRadio = true; | 		HasEnemyRadio = true; | ||||||
| 	} | 	} | ||||||
| 
 | 
 | ||||||
|  | |||||||
| @ -47,29 +47,47 @@ struct FPC_Display_Info | |||||||
| 
 | 
 | ||||||
| DECLARE_DYNAMIC_MULTICAST_DELEGATE(FLogoutFromBountyDirectorPC); | DECLARE_DYNAMIC_MULTICAST_DELEGATE(FLogoutFromBountyDirectorPC); | ||||||
| DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBuyCBA_1); | DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBuyCBA_1); | ||||||
|  | DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBuyCBA_2); | ||||||
|  | DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBuyCBA_3); | ||||||
|  | DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBuyAmmoDrop); | ||||||
|  | DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBuyHealthDrop); | ||||||
|  | DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBuyRadio); | ||||||
|  | DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBuyFavour); | ||||||
| 
 | 
 | ||||||
| UCLASS() | UCLASS() | ||||||
| class ENDLESSVENDETTA_API UPC_Display : public UUserWidget | class ENDLESSVENDETTA_API UPC_Display : public UUserWidget | ||||||
| { | { | ||||||
| 	GENERATED_BODY() | 	GENERATED_BODY() | ||||||
| protected: |  | ||||||
| 	UFUNCTION(BlueprintCallable, Category = "PC_Display") |  | ||||||
| 	void LogoutButtonPressed() |  | ||||||
| 	{ |  | ||||||
| 		LogoutFromBountyDirectorPC.Broadcast(); |  | ||||||
| 	} |  | ||||||
| 
 |  | ||||||
| public: | public: | ||||||
|  | 	// Button Delegates
 | ||||||
|  | 	UPROPERTY(BlueprintCallable, Category = PC_Display) | ||||||
| 	FLogoutFromBountyDirectorPC LogoutFromBountyDirectorPC; | 	FLogoutFromBountyDirectorPC LogoutFromBountyDirectorPC; | ||||||
| 	UPROPERTY(BlueprintCallable, Category = PC_Display) | 	UPROPERTY(BlueprintCallable, Category = PC_Display) | ||||||
| 	FBuyCBA_1 BuyCba_1; | 	FBuyCBA_1 BuyCba_1; | ||||||
|  | 	UPROPERTY(BlueprintCallable, Category = PC_Display) | ||||||
|  | 	FBuyCBA_2 BuyCba_2; | ||||||
|  | 	UPROPERTY(BlueprintCallable, Category = PC_Display) | ||||||
|  | 	FBuyCBA_3 BuyCba_3; | ||||||
|  | 	UPROPERTY(BlueprintCallable, Category = PC_Display) | ||||||
|  | 	FBuyAmmoDrop BuyAmmoDrop; | ||||||
|  | 	UPROPERTY(BlueprintCallable, Category = PC_Display) | ||||||
|  | 	FBuyHealthDrop BuyHealthDrop; | ||||||
|  | 	UPROPERTY(BlueprintCallable, Category = PC_Display) | ||||||
|  | 	FBuyRadio BuyRadio; | ||||||
|  | 	UPROPERTY(BlueprintCallable, Category = PC_Display) | ||||||
|  | 	FBuyFavour BuyFavour; | ||||||
| 
 | 
 | ||||||
|  | 	// USTRUCT
 | ||||||
| 	UPROPERTY(BlueprintReadOnly) | 	UPROPERTY(BlueprintReadOnly) | ||||||
| 	FPC_Display_Info PC_Display_Info; | 	FPC_Display_Info PC_Display_Info; | ||||||
| 
 | 
 | ||||||
|  | 	// Takes USTRUCT and uses its values to fill in widget
 | ||||||
| 	UFUNCTION(BlueprintImplementableEvent, Category = "PC_Display") | 	UFUNCTION(BlueprintImplementableEvent, Category = "PC_Display") | ||||||
| 	void LoadOS(); | 	void LoadOS(); | ||||||
| 
 | 
 | ||||||
|  | 	UFUNCTION(BlueprintImplementableEvent, Category = "PC_Display") | ||||||
|  | 	void UpdateFavourCount(int NewFavourCount); | ||||||
|  | 
 | ||||||
| 	 | 	 | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
|  | |||||||
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