UniversalBars plugin: PEAK-style universal UMG bars
Procedural M_UI_UniversalBar material (SDF rounded-rect, fill/delayed/shield/ penalty-zones/stripes/segments/flash/pulse), 6 preset instances, animated UUniversalBarWidget + UUniversalHUDWidget + global UUniversalBarsSubsystem API, UUniversalBarsTheme DataAsset, and a ready WBP_HUD_InGame with zone-tracking status chips. See README.md. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
345
Source/UniversalBars/Private/UniversalBarWidget.cpp
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345
Source/UniversalBars/Private/UniversalBarWidget.cpp
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// Copyright IHY. Universal Bars plugin.
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#include "UniversalBarWidget.h"
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#include "Components/Image.h"
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#include "Materials/MaterialInstanceDynamic.h"
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UUniversalBarWidget::UUniversalBarWidget(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UUniversalBarWidget::NativeConstruct()
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{
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Super::NativeConstruct();
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EnsureMID();
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if (BarMID)
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{
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BarMID->SetScalarParameterValue(TEXT("FillPercent"), DisplayFill);
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BarMID->SetScalarParameterValue(TEXT("DelayedFillPercent"), DelayedFill);
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}
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PushZones(true);
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}
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UMaterialInstanceDynamic* UUniversalBarWidget::EnsureMID()
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{
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if (BarMID || !BarImage)
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{
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return BarMID;
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}
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BarMID = BarImage->GetDynamicMaterial();
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return BarMID;
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}
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void UUniversalBarWidget::SetFillPercent(float NewValue, bool bAnimate)
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{
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EnsureMID();
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NewValue = FMath::Clamp(NewValue, 0.f, 1.f);
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if (!bAnimate)
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{
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TargetFill = DisplayFill = DelayedFill = NewValue;
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if (BarMID)
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{
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BarMID->SetScalarParameterValue(TEXT("FillPercent"), DisplayFill);
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BarMID->SetScalarParameterValue(TEXT("DelayedFillPercent"), DelayedFill);
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}
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return;
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}
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const bool bDown = NewValue < TargetFill - KINDA_SMALL_NUMBER;
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const bool bUp = NewValue > TargetFill + KINDA_SMALL_NUMBER;
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TargetFill = NewValue;
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if (bDown)
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{
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// instant bright drop; the lighter tail holds, then drains (damage lag)
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DisplayFill = NewValue;
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DelayTimer = DelayedDelay;
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if (BarMID)
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{
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BarMID->SetScalarParameterValue(TEXT("FillPercent"), DisplayFill);
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}
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if (bAutoFlashOnChange)
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{
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PlayDamageFlash();
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}
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}
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else if (bUp)
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{
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// show the incoming amount immediately as the lighter band; bright fill eases up into it
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DelayedFill = FMath::Max(DelayedFill, NewValue);
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if (BarMID)
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{
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BarMID->SetScalarParameterValue(TEXT("DelayedFillPercent"), DelayedFill);
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}
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if (bAutoFlashOnChange)
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{
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PlayHealFlash();
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}
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}
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}
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void UUniversalBarWidget::SetShieldPercent(float NewValue)
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{
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EnsureMID();
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if (BarMID)
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{
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BarMID->SetScalarParameterValue(TEXT("ShieldPercent"), FMath::Clamp(NewValue, 0.f, 1.f));
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}
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}
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void UUniversalBarWidget::PlayDamageFlash()
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{
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PlayFlash(DamageFlashColor);
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}
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void UUniversalBarWidget::PlayHealFlash()
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{
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PlayFlash(HealFlashColor);
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}
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void UUniversalBarWidget::PlayFlash(FLinearColor Color)
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{
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EnsureMID();
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PendingFlashColor = Color;
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if (BarMID)
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{
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BarMID->SetVectorParameterValue(TEXT("FlashColor"), Color);
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}
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FlashAmount = 1.f;
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bFlashing = true;
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}
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void UUniversalBarWidget::SetBarColors(FLinearColor Fill, FLinearColor Empty, FLinearColor Border, FLinearColor Delayed)
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{
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EnsureMID();
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if (!BarMID)
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{
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return;
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}
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BarMID->SetVectorParameterValue(TEXT("FillColor"), Fill);
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BarMID->SetVectorParameterValue(TEXT("EmptyColor"), Empty);
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BarMID->SetVectorParameterValue(TEXT("BorderColor"), Border);
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BarMID->SetVectorParameterValue(TEXT("DelayedFillColor"), Delayed);
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}
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void UUniversalBarWidget::SetSegmentCount(int32 Count)
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{
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EnsureMID();
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if (!BarMID)
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{
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return;
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}
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BarMID->SetScalarParameterValue(TEXT("SegmentCount"), static_cast<float>(FMath::Max(0, Count)));
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BarMID->SetScalarParameterValue(TEXT("SegmentDividerOpacity"), Count > 0 ? 0.85f : 0.f);
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}
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void UUniversalBarWidget::SetPenaltyZone(FName Id, float Width, FLinearColor Color)
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{
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Width = FMath::Clamp(Width, 0.f, 1.f);
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for (FBarZone& Zone : PenaltyZones)
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{
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if (Zone.Id == Id)
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{
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Zone.Width = Width;
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Zone.Color = Color;
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return; // tick eases DisplayWidth toward the new Width
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}
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}
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FBarZone& NewZone = PenaltyZones[PenaltyZones.AddDefaulted()];
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NewZone.Id = Id;
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NewZone.Width = Width;
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NewZone.Color = Color;
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}
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void UUniversalBarWidget::SetPenaltyZoneWidth(FName Id, float Width)
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{
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Width = FMath::Clamp(Width, 0.f, 1.f);
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for (FBarZone& Zone : PenaltyZones)
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{
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if (Zone.Id == Id)
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{
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Zone.Width = Width;
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return;
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}
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}
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}
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void UUniversalBarWidget::RemovePenaltyZone(FName Id)
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{
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// Ease to zero, then drop on next tick when fully collapsed.
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for (FBarZone& Zone : PenaltyZones)
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{
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if (Zone.Id == Id)
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{
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Zone.Width = 0.f;
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return;
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}
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}
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}
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void UUniversalBarWidget::ClearPenaltyZones()
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{
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for (FBarZone& Zone : PenaltyZones)
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{
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Zone.Width = 0.f;
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}
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}
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void UUniversalBarWidget::PushZones(bool bImmediate)
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{
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EnsureMID();
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if (!BarMID)
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{
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return;
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}
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const int32 Count = FMath::Min(PenaltyZones.Num(), MaxMaterialZones);
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float Total = 0.f;
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for (int32 i = 0; i < Count; ++i)
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{
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if (bImmediate)
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{
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PenaltyZones[i].DisplayWidth = PenaltyZones[i].Width;
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}
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Total += FMath::Clamp(PenaltyZones[i].DisplayWidth, 0.f, 1.f);
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}
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Total = FMath::Clamp(Total, 0.f, 1.f);
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const float MaxFill = 1.f - Total;
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BarMID->SetScalarParameterValue(TEXT("MaxFillPercent"), MaxFill);
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BarMID->SetScalarParameterValue(TEXT("PenaltyCount"), static_cast<float>(Count));
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float Bound = MaxFill;
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static const TCHAR* EndNames[MaxMaterialZones] = { TEXT("PenaltyEnd1"), TEXT("PenaltyEnd2"), TEXT("PenaltyEnd3"), TEXT("PenaltyEnd4") };
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static const TCHAR* ColorNames[MaxMaterialZones] = { TEXT("PenaltyColor1"), TEXT("PenaltyColor2"), TEXT("PenaltyColor3"), TEXT("PenaltyColor4") };
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for (int32 i = 0; i < MaxMaterialZones; ++i)
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{
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if (i < Count)
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{
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Bound = FMath::Min(1.f, Bound + FMath::Clamp(PenaltyZones[i].DisplayWidth, 0.f, 1.f));
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BarMID->SetScalarParameterValue(EndNames[i], Bound);
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BarMID->SetVectorParameterValue(ColorNames[i], PenaltyZones[i].Color);
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}
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else
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{
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BarMID->SetScalarParameterValue(EndNames[i], 1.f);
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}
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}
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}
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float UUniversalBarWidget::GetUsableEnd() const
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{
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float Total = 0.f;
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const int32 N = FMath::Min(PenaltyZones.Num(), MaxMaterialZones);
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for (int32 i = 0; i < N; ++i)
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{
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Total += FMath::Clamp(PenaltyZones[i].DisplayWidth, 0.f, 1.f);
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}
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return FMath::Clamp(1.f - Total, 0.f, 1.f);
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}
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float UUniversalBarWidget::GetZoneCenter(FName Id) const
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{
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float Edge = GetUsableEnd();
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const int32 N = FMath::Min(PenaltyZones.Num(), MaxMaterialZones);
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for (int32 i = 0; i < N; ++i)
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{
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const float W = FMath::Clamp(PenaltyZones[i].DisplayWidth, 0.f, 1.f);
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if (PenaltyZones[i].Id == Id)
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{
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return Edge + W * 0.5f;
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}
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Edge += W;
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}
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return -1.f;
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}
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void UUniversalBarWidget::SetScalar(FName Param, float Value)
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{
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EnsureMID();
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if (BarMID) { BarMID->SetScalarParameterValue(Param, Value); }
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}
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void UUniversalBarWidget::SetVector(FName Param, FLinearColor Value)
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{
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EnsureMID();
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if (BarMID) { BarMID->SetVectorParameterValue(Param, Value); }
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}
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void UUniversalBarWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
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{
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Super::NativeTick(MyGeometry, InDeltaTime);
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if (!BarMID)
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{
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return;
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}
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// bright fill eases toward target (smooth rise on heal; already snapped on damage)
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if (!FMath::IsNearlyEqual(DisplayFill, TargetFill, 1e-3f))
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{
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DisplayFill = FMath::FInterpTo(DisplayFill, TargetFill, InDeltaTime, FillRiseSpeed);
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BarMID->SetScalarParameterValue(TEXT("FillPercent"), DisplayFill);
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}
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// lighter "lag" tail: holds, then drains toward target (damage). Never below the bright fill.
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const float DelayedTarget = FMath::Max(TargetFill, DisplayFill);
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if (!FMath::IsNearlyEqual(DelayedFill, DelayedTarget, 1e-3f))
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{
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if (DelayTimer > 0.f)
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{
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DelayTimer -= InDeltaTime;
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}
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else
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{
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DelayedFill = FMath::FInterpTo(DelayedFill, DelayedTarget, InDeltaTime, DelayedFallSpeed);
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BarMID->SetScalarParameterValue(TEXT("DelayedFillPercent"), DelayedFill);
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}
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}
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// flash decay
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if (bFlashing)
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{
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FlashAmount = FMath::FInterpTo(FlashAmount, 0.f, InDeltaTime, FlashSpeed);
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BarMID->SetScalarParameterValue(TEXT("FlashAmount"), FlashAmount);
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if (FlashAmount < 0.01f)
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{
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FlashAmount = 0.f;
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bFlashing = false;
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BarMID->SetScalarParameterValue(TEXT("FlashAmount"), 0.f);
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}
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}
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// low-value pulse
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const float PulseTarget = (TargetFill < LowThreshold) ? 1.f : 0.f;
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if (!FMath::IsNearlyEqual(PulseAmount, PulseTarget, 1e-3f))
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{
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PulseAmount = FMath::FInterpTo(PulseAmount, PulseTarget, InDeltaTime, 6.f);
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BarMID->SetScalarParameterValue(TEXT("LowHPPulseAmount"), PulseAmount);
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}
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// penalty zone widths ease toward target; drop fully-collapsed removed zones
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bool bZonesDirty = false;
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bool bNeedCompact = false;
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for (FBarZone& Zone : PenaltyZones)
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{
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if (!FMath::IsNearlyEqual(Zone.DisplayWidth, Zone.Width, 1e-4f))
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{
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Zone.DisplayWidth = FMath::FInterpTo(Zone.DisplayWidth, Zone.Width, InDeltaTime, ZoneInterpSpeed);
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bZonesDirty = true;
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}
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if (Zone.Width <= 0.f && Zone.DisplayWidth <= 1e-3f)
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{
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bNeedCompact = true;
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}
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}
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if (bZonesDirty)
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{
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PushZones(false);
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}
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if (bNeedCompact)
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{
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PenaltyZones.RemoveAll([](const FBarZone& Z) { return Z.Width <= 0.f && Z.DisplayWidth <= 1e-3f; });
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PushZones(false);
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}
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}
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4
Source/UniversalBars/Private/UniversalBarsModule.cpp
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4
Source/UniversalBars/Private/UniversalBarsModule.cpp
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@ -0,0 +1,4 @@
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// Copyright IHY. Universal Bars plugin.
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#include "Modules/ModuleManager.h"
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IMPLEMENT_MODULE(FDefaultModuleImpl, UniversalBars);
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59
Source/UniversalBars/Private/UniversalBarsSubsystem.cpp
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59
Source/UniversalBars/Private/UniversalBarsSubsystem.cpp
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@ -0,0 +1,59 @@
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// Copyright IHY. Universal Bars plugin.
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#include "UniversalBarsSubsystem.h"
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#include "UniversalHUDWidget.h"
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#include "Blueprint/UserWidget.h"
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#include "Engine/World.h"
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#include "GameFramework/PlayerController.h"
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UUniversalBarsSubsystem* UUniversalBarsSubsystem::Get(const UObject* WorldContextObject)
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{
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if (!WorldContextObject)
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{
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return nullptr;
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}
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if (const UWorld* World = WorldContextObject->GetWorld())
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{
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return World->GetSubsystem<UUniversalBarsSubsystem>();
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}
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return nullptr;
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}
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UUniversalHUDWidget* UUniversalBarsSubsystem::CreateHUD(APlayerController* Owner, TSubclassOf<UUniversalHUDWidget> HUDClass, int32 ZOrder)
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{
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if (!HUDClass)
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{
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return nullptr;
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}
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UUniversalHUDWidget* Widget = CreateWidget<UUniversalHUDWidget>(Owner ? Cast<APlayerController>(Owner) : GetWorld()->GetFirstPlayerController(), HUDClass);
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if (Widget)
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{
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Widget->AddToViewport(ZOrder);
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RegisterHUD(Widget); // also registered in NativeConstruct; idempotent
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}
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return Widget;
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}
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void UUniversalBarsSubsystem::RegisterHUD(UUniversalHUDWidget* InHUD)
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{
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if (InHUD)
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{
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HUD = InHUD;
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}
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}
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void UUniversalBarsSubsystem::UnregisterHUD(UUniversalHUDWidget* InHUD)
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{
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if (HUD.Get() == InHUD)
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{
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HUD.Reset();
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}
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}
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void UUniversalBarsSubsystem::SetHealth(float Percent) { if (UUniversalHUDWidget* H = HUD.Get()) { H->SetHealth(Percent); } }
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void UUniversalBarsSubsystem::SetStamina(float Percent) { if (UUniversalHUDWidget* H = HUD.Get()) { H->SetStamina(Percent); } }
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void UUniversalBarsSubsystem::SetShield(float Percent) { if (UUniversalHUDWidget* H = HUD.Get()) { H->SetShield(Percent); } }
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void UUniversalBarsSubsystem::SetHunger(float Amount) { if (UUniversalHUDWidget* H = HUD.Get()) { H->SetHunger(Amount); } }
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void UUniversalBarsSubsystem::SetWeight(float Amount) { if (UUniversalHUDWidget* H = HUD.Get()) { H->SetWeight(Amount); } }
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void UUniversalBarsSubsystem::SetCold(float Amount) { if (UUniversalHUDWidget* H = HUD.Get()) { H->SetCold(Amount); } }
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void UUniversalBarsSubsystem::DamageHealth(float Delta) { if (UUniversalHUDWidget* H = HUD.Get()) { H->DamageHealth(Delta); } }
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void UUniversalBarsSubsystem::HealHealth(float Delta) { if (UUniversalHUDWidget* H = HUD.Get()) { H->HealHealth(Delta); } }
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217
Source/UniversalBars/Private/UniversalHUDWidget.cpp
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217
Source/UniversalBars/Private/UniversalHUDWidget.cpp
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// Copyright IHY. Universal Bars plugin.
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#include "UniversalHUDWidget.h"
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#include "UniversalBarWidget.h"
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#include "UniversalBarsSubsystem.h"
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#include "UniversalBarsTheme.h"
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#include "Components/Image.h"
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#include "Components/PanelWidget.h"
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#include "Components/CanvasPanel.h"
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#include "Components/CanvasPanelSlot.h"
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void UUniversalHUDWidget::NativeConstruct()
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{
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Super::NativeConstruct();
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ApplyTheme();
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if (UUniversalBarsSubsystem* Sub = UUniversalBarsSubsystem::Get(this))
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{
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Sub->RegisterHUD(this);
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}
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}
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void UUniversalHUDWidget::ApplyTheme()
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{
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if (!Theme)
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{
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return;
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}
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HungerColor = Theme->Hunger;
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WeightColor = Theme->Weight;
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ColdColor = Theme->Cold;
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auto StyleBar = [this](UUniversalBarWidget* Bar, FLinearColor Fill)
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{
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if (!Bar)
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{
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return;
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}
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Bar->SetBarColors(Fill, Theme->Empty, Theme->Border, Theme->Delayed);
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Bar->SetVector(TEXT("ShieldColor"), Theme->Shield);
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Bar->DamageFlashColor = Theme->DamageFlash;
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Bar->HealFlashColor = Theme->HealFlash;
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Bar->SetScalar(TEXT("CornerRadius"), Theme->CornerRadius);
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Bar->SetScalar(TEXT("BorderSize"), Theme->BorderSize);
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Bar->SetScalar(TEXT("InnerPadding"), Theme->InnerPadding);
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};
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StyleBar(HealthBar, Theme->HealthFill);
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StyleBar(StaminaBar, Theme->StaminaFill);
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if (ChipsPanel && Theme->ChipColors.Num() > 0)
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{
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const int32 N = ChipsPanel->GetChildrenCount();
|
||||
for (int32 i = 0; i < N; ++i)
|
||||
{
|
||||
if (UImage* Img = Cast<UImage>(ChipsPanel->GetChildAt(i)))
|
||||
{
|
||||
Img->SetBrushTintColor(FSlateColor(Theme->ChipColors[i % Theme->ChipColors.Num()]));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Tracking chips: tint by what they represent.
|
||||
if (ChipHeart) { ChipHeart->SetBrushTintColor(FSlateColor(Theme->HealthFill)); }
|
||||
if (ChipHunger) { ChipHunger->SetBrushTintColor(FSlateColor(Theme->Hunger)); }
|
||||
if (ChipWeight) { ChipWeight->SetBrushTintColor(FSlateColor(Theme->Weight)); }
|
||||
if (ChipCold) { ChipCold->SetBrushTintColor(FSlateColor(Theme->Cold)); }
|
||||
}
|
||||
|
||||
void UUniversalHUDWidget::NativeDestruct()
|
||||
{
|
||||
if (UUniversalBarsSubsystem* Sub = UUniversalBarsSubsystem::Get(this))
|
||||
{
|
||||
Sub->UnregisterHUD(this);
|
||||
}
|
||||
Super::NativeDestruct();
|
||||
}
|
||||
|
||||
void UUniversalHUDWidget::SetHealth(float Percent)
|
||||
{
|
||||
if (HealthBar) { HealthBar->SetFillPercent(Percent, true); }
|
||||
}
|
||||
|
||||
void UUniversalHUDWidget::SetStamina(float Percent)
|
||||
{
|
||||
if (StaminaBar) { StaminaBar->SetFillPercent(Percent, true); }
|
||||
}
|
||||
|
||||
void UUniversalHUDWidget::SetShield(float Percent)
|
||||
{
|
||||
if (HealthBar) { HealthBar->SetShieldPercent(Percent); }
|
||||
}
|
||||
|
||||
void UUniversalHUDWidget::SetHunger(float Amount)
|
||||
{
|
||||
if (HealthBar) { HealthBar->SetPenaltyZone(TEXT("Hunger"), Amount, HungerColor); }
|
||||
}
|
||||
|
||||
void UUniversalHUDWidget::SetWeight(float Amount)
|
||||
{
|
||||
if (HealthBar) { HealthBar->SetPenaltyZone(TEXT("Weight"), Amount, WeightColor); }
|
||||
}
|
||||
|
||||
void UUniversalHUDWidget::SetCold(float Amount)
|
||||
{
|
||||
if (HealthBar) { HealthBar->SetPenaltyZone(TEXT("Cold"), Amount, ColdColor); }
|
||||
}
|
||||
|
||||
void UUniversalHUDWidget::DamageHealth(float Delta)
|
||||
{
|
||||
if (HealthBar) { HealthBar->SetFillPercent(HealthBar->GetFillPercent() - FMath::Abs(Delta), true); }
|
||||
}
|
||||
|
||||
void UUniversalHUDWidget::HealHealth(float Delta)
|
||||
{
|
||||
if (HealthBar) { HealthBar->SetFillPercent(HealthBar->GetFillPercent() + FMath::Abs(Delta), true); }
|
||||
}
|
||||
|
||||
float UUniversalHUDWidget::GetHealth() const
|
||||
{
|
||||
return HealthBar ? HealthBar->GetFillPercent() : 0.f;
|
||||
}
|
||||
|
||||
void UUniversalHUDWidget::SetDemoMode(bool bEnable)
|
||||
{
|
||||
bDemoMode = bEnable;
|
||||
bDemoInit = false;
|
||||
DemoTimer = 0.f;
|
||||
DemoStep = 0;
|
||||
}
|
||||
|
||||
void UUniversalHUDWidget::DemoStepNow()
|
||||
{
|
||||
// Each step shows a different animation; between steps the bars ease on their own.
|
||||
switch (DemoStep % 10)
|
||||
{
|
||||
case 0: DamageHealth(0.25f); break; // red flash + lag tail
|
||||
case 1: SetStamina(0.30f); break; // stamina drop
|
||||
case 2: HealHealth(0.20f); break; // green flash + smooth rise
|
||||
case 3: SetHunger(0.18f); break; // hunger zone grows in
|
||||
case 4: SetWeight(0.14f); break; // weight zone grows in
|
||||
case 5: SetStamina(0.95f); break; // stamina refill
|
||||
case 6: HealHealth(0.30f); break;
|
||||
case 7: SetHunger(0.0f); break; // hunger zone retracts
|
||||
case 8: SetWeight(0.0f); break; // weight zone retracts
|
||||
case 9: DamageHealth(0.45f); break; // big hit -> low-HP pulse
|
||||
}
|
||||
++DemoStep;
|
||||
}
|
||||
|
||||
void UUniversalHUDWidget::PositionChips()
|
||||
{
|
||||
if (!HealthBar)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Width of the bar in local pixels — ChipCanvas is overlaid on HealthBar so
|
||||
// the same width maps zone-U (0..1) straight to chip X.
|
||||
const float W = HealthBar->GetCachedGeometry().GetLocalSize().X;
|
||||
if (W <= 1.f)
|
||||
{
|
||||
return; // not laid out yet this frame
|
||||
}
|
||||
|
||||
auto Place = [W](UImage* Chip, float U)
|
||||
{
|
||||
if (!Chip)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (U < 0.f)
|
||||
{
|
||||
Chip->SetVisibility(ESlateVisibility::Collapsed); // zone absent
|
||||
return;
|
||||
}
|
||||
Chip->SetVisibility(ESlateVisibility::HitTestInvisible);
|
||||
if (UCanvasPanelSlot* CSlot = Cast<UCanvasPanelSlot>(Chip->Slot))
|
||||
{
|
||||
const float ChipW = CSlot->GetSize().X;
|
||||
// centre over the zone, sitting just above the bar (negative Y)
|
||||
CSlot->SetPosition(FVector2D(U * W - ChipW * 0.5f, -ChipW - 6.f));
|
||||
}
|
||||
};
|
||||
|
||||
Place(ChipHeart, HealthBar->GetUsableEnd());
|
||||
Place(ChipHunger, HealthBar->GetZoneCenter(TEXT("Hunger")));
|
||||
Place(ChipWeight, HealthBar->GetZoneCenter(TEXT("Weight")));
|
||||
Place(ChipCold, HealthBar->GetZoneCenter(TEXT("Cold")));
|
||||
}
|
||||
|
||||
void UUniversalHUDWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
|
||||
{
|
||||
Super::NativeTick(MyGeometry, InDeltaTime);
|
||||
|
||||
PositionChips(); // always track the bar, demo or not
|
||||
|
||||
if (!bDemoMode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!bDemoInit)
|
||||
{
|
||||
bDemoInit = true;
|
||||
SetHealth(1.f);
|
||||
SetStamina(1.f);
|
||||
SetHunger(0.f);
|
||||
SetWeight(0.f);
|
||||
DemoTimer = 0.f;
|
||||
DemoStep = 0;
|
||||
}
|
||||
|
||||
DemoTimer += InDeltaTime;
|
||||
if (DemoTimer >= DemoStepInterval)
|
||||
{
|
||||
DemoTimer = 0.f;
|
||||
DemoStepNow();
|
||||
}
|
||||
}
|
||||
157
Source/UniversalBars/Public/UniversalBarWidget.h
Normal file
157
Source/UniversalBars/Public/UniversalBarWidget.h
Normal file
@ -0,0 +1,157 @@
|
||||
// Copyright IHY. Universal Bars plugin.
|
||||
// One animated UMG bar driven by M_UI_UniversalBar. Handles a single logical
|
||||
// value (HP, stamina, durability, ...) plus optional data-driven penalty zones
|
||||
// for combined PEAK-style capacity bars (hunger / weight / cold eating into max).
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "UniversalBarWidget.generated.h"
|
||||
|
||||
class UImage;
|
||||
class UMaterialInstanceDynamic;
|
||||
|
||||
// A penalty / reserve zone consuming capacity from the right end of the bar.
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBarZone
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bar|Zone")
|
||||
FName Id = NAME_None;
|
||||
|
||||
// Target width as a fraction of the full track (0..1).
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bar|Zone", meta=(ClampMin="0", ClampMax="1"))
|
||||
float Width = 0.f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bar|Zone")
|
||||
FLinearColor Color = FLinearColor(0.9f, 0.6f, 0.2f, 1.f);
|
||||
|
||||
// Animated width that eases toward Width at runtime (not authored).
|
||||
float DisplayWidth = 0.f;
|
||||
};
|
||||
|
||||
UCLASS()
|
||||
class UNIVERSALBARS_API UUniversalBarWidget : public UUserWidget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UUniversalBarWidget(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// Name this "BarImage" in the WBP; assign an MI_UI_Bar_* (or the master) to its Brush.
|
||||
UPROPERTY(meta=(BindWidget))
|
||||
TObjectPtr<UImage> BarImage = nullptr;
|
||||
|
||||
// ---- animation tuning ----
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bar|Anim")
|
||||
float FillRiseSpeed = 7.f; // how fast the bright fill grows on increase/heal
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bar|Anim")
|
||||
float DelayedFallSpeed = 4.f; // how fast the damage-lag tail drains on decrease
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bar|Anim")
|
||||
float DelayedDelay = 0.25f; // pause before the tail starts draining (sec)
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bar|Anim")
|
||||
float FlashSpeed = 6.f; // flash decay rate
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bar|Anim")
|
||||
float ZoneInterpSpeed = 8.f; // penalty-zone width easing
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bar|Anim")
|
||||
float LowThreshold = 0.25f; // below this, low-value pulse turns on
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bar|Anim")
|
||||
bool bAutoFlashOnChange = true; // SetFillPercent auto-plays damage/heal flash
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bar|Colors")
|
||||
FLinearColor DamageFlashColor = FLinearColor(1.f, 0.12f, 0.12f, 1.f);
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bar|Colors")
|
||||
FLinearColor HealFlashColor = FLinearColor(0.6f, 1.f, 0.6f, 1.f);
|
||||
|
||||
// ---- data-driven penalty zones (combined / PEAK mode) ----
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bar|Zones")
|
||||
TArray<FBarZone> PenaltyZones;
|
||||
|
||||
// ===== public API =====
|
||||
// Animated set of the bar's main value (0..1). Decrease => instant drop + lag
|
||||
// tail (+ damage flash). Increase => smooth rise (+ heal flash).
|
||||
UFUNCTION(BlueprintCallable, Category="Bar")
|
||||
void SetFillPercent(float NewValue, bool bAnimate = true);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Bar")
|
||||
void SetShieldPercent(float NewValue);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Bar")
|
||||
void PlayDamageFlash();
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Bar")
|
||||
void PlayHealFlash();
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Bar")
|
||||
void PlayFlash(FLinearColor Color);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Bar")
|
||||
void SetBarColors(FLinearColor Fill, FLinearColor Empty, FLinearColor Border, FLinearColor Delayed);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Bar")
|
||||
void SetSegmentCount(int32 Count);
|
||||
|
||||
// ---- penalty zone management (animated) ----
|
||||
UFUNCTION(BlueprintCallable, Category="Bar|Zones")
|
||||
void SetPenaltyZone(FName Id, float Width, FLinearColor Color);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Bar|Zones")
|
||||
void SetPenaltyZoneWidth(FName Id, float Width);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Bar|Zones")
|
||||
void RemovePenaltyZone(FName Id);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Bar|Zones")
|
||||
void ClearPenaltyZones();
|
||||
|
||||
// Generic escape hatches.
|
||||
UFUNCTION(BlueprintCallable, Category="Bar")
|
||||
void SetScalar(FName Param, float Value);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Bar")
|
||||
void SetVector(FName Param, FLinearColor Value);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="Bar")
|
||||
float GetFillPercent() const { return TargetFill; }
|
||||
|
||||
// ---- zone layout in bar-U space (0..1), using current animated widths ----
|
||||
// Right edge of the usable region (1 - sum of penalty display widths).
|
||||
UFUNCTION(BlueprintPure, Category="Bar|Zones")
|
||||
float GetUsableEnd() const;
|
||||
|
||||
// U-coordinate of a penalty zone's centre; -1 if the zone is absent.
|
||||
UFUNCTION(BlueprintPure, Category="Bar|Zones")
|
||||
float GetZoneCenter(FName Id) const;
|
||||
|
||||
protected:
|
||||
virtual void NativeConstruct() override;
|
||||
virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
|
||||
|
||||
UMaterialInstanceDynamic* EnsureMID();
|
||||
void PushZones(bool bImmediate);
|
||||
|
||||
private:
|
||||
UPROPERTY(Transient)
|
||||
TObjectPtr<UMaterialInstanceDynamic> BarMID = nullptr;
|
||||
|
||||
float TargetFill = 1.f;
|
||||
float DisplayFill = 1.f;
|
||||
float DelayedFill = 1.f;
|
||||
float DelayTimer = 0.f;
|
||||
|
||||
float FlashAmount = 0.f;
|
||||
bool bFlashing = false;
|
||||
FLinearColor PendingFlashColor = FLinearColor::Red;
|
||||
|
||||
float PulseAmount = 0.f;
|
||||
|
||||
static constexpr int32 MaxMaterialZones = 4;
|
||||
};
|
||||
50
Source/UniversalBars/Public/UniversalBarsSubsystem.h
Normal file
50
Source/UniversalBars/Public/UniversalBarsSubsystem.h
Normal file
@ -0,0 +1,50 @@
|
||||
// Copyright IHY. Universal Bars plugin.
|
||||
// Global access point for the active HUD. From any Blueprint/C++:
|
||||
// Get World Subsystem -> UniversalBarsSubsystem -> Set Health (0.5)
|
||||
// No widget reference needed. The HUD widget registers itself on construct.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Subsystems/WorldSubsystem.h"
|
||||
#include "UniversalBarsSubsystem.generated.h"
|
||||
|
||||
class UUniversalHUDWidget;
|
||||
class APlayerController;
|
||||
|
||||
UCLASS()
|
||||
class UNIVERSALBARS_API UUniversalBarsSubsystem : public UWorldSubsystem
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// One-call accessor from any object with a world.
|
||||
UFUNCTION(BlueprintPure, Category="UniversalBars", meta=(WorldContext="WorldContextObject"))
|
||||
static UUniversalBarsSubsystem* Get(const UObject* WorldContextObject);
|
||||
|
||||
// Spawn a HUD widget, add it to the viewport, and make it the active HUD.
|
||||
UFUNCTION(BlueprintCallable, Category="UniversalBars")
|
||||
UUniversalHUDWidget* CreateHUD(APlayerController* Owner, TSubclassOf<UUniversalHUDWidget> HUDClass, int32 ZOrder = 0);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="UniversalBars")
|
||||
void RegisterHUD(UUniversalHUDWidget* InHUD);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="UniversalBars")
|
||||
void UnregisterHUD(UUniversalHUDWidget* InHUD);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="UniversalBars")
|
||||
UUniversalHUDWidget* GetHUD() const { return HUD.Get(); }
|
||||
|
||||
// ===== global forwarders (animated) =====
|
||||
UFUNCTION(BlueprintCallable, Category="UniversalBars") void SetHealth(float Percent);
|
||||
UFUNCTION(BlueprintCallable, Category="UniversalBars") void SetStamina(float Percent);
|
||||
UFUNCTION(BlueprintCallable, Category="UniversalBars") void SetShield(float Percent);
|
||||
UFUNCTION(BlueprintCallable, Category="UniversalBars") void SetHunger(float Amount);
|
||||
UFUNCTION(BlueprintCallable, Category="UniversalBars") void SetWeight(float Amount);
|
||||
UFUNCTION(BlueprintCallable, Category="UniversalBars") void SetCold(float Amount);
|
||||
UFUNCTION(BlueprintCallable, Category="UniversalBars") void DamageHealth(float Delta);
|
||||
UFUNCTION(BlueprintCallable, Category="UniversalBars") void HealHealth(float Delta);
|
||||
|
||||
private:
|
||||
UPROPERTY()
|
||||
TWeakObjectPtr<UUniversalHUDWidget> HUD;
|
||||
};
|
||||
36
Source/UniversalBars/Public/UniversalBarsTheme.h
Normal file
36
Source/UniversalBars/Public/UniversalBarsTheme.h
Normal file
@ -0,0 +1,36 @@
|
||||
// Copyright IHY. Universal Bars plugin.
|
||||
// Central palette / geometry tokens for the HUD. One DataAsset to retint every
|
||||
// bar and chip without touching widgets. Applied by UUniversalHUDWidget on construct.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/DataAsset.h"
|
||||
#include "UniversalBarsTheme.generated.h"
|
||||
|
||||
UCLASS(BlueprintType)
|
||||
class UNIVERSALBARS_API UUniversalBarsTheme : public UPrimaryDataAsset
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// ---- palette ----
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Palette") FLinearColor HealthFill = FLinearColor(0.30f, 0.85f, 0.20f, 1.f);
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Palette") FLinearColor StaminaFill = FLinearColor(0.85f, 0.95f, 0.30f, 1.f);
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Palette") FLinearColor Hunger = FLinearColor(0.90f, 0.60f, 0.20f, 1.f);
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Palette") FLinearColor Weight = FLinearColor(0.82f, 0.23f, 0.23f, 1.f);
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Palette") FLinearColor Cold = FLinearColor(0.40f, 0.70f, 1.00f, 1.f);
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Palette") FLinearColor Shield = FLinearColor(0.65f, 0.85f, 1.00f, 1.f);
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Palette") FLinearColor Border = FLinearColor(1.00f, 1.00f, 1.00f, 1.f);
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Palette") FLinearColor Empty = FLinearColor(0.05f, 0.07f, 0.05f, 1.f);
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Palette") FLinearColor Delayed = FLinearColor(1.00f, 0.95f, 0.85f, 1.f);
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Palette") FLinearColor DamageFlash = FLinearColor(1.00f, 0.12f, 0.12f, 1.f);
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Palette") FLinearColor HealFlash = FLinearColor(0.60f, 1.00f, 0.60f, 1.f);
|
||||
|
||||
// ---- geometry (PEAK = thick white border, soft rounding) ----
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Geometry", meta=(ClampMin="0", ClampMax="1")) float CornerRadius = 0.60f;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Geometry", meta=(ClampMin="0", ClampMax="0.25")) float BorderSize = 0.10f;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Geometry", meta=(ClampMin="0", ClampMax="0.2")) float InnerPadding = 0.06f;
|
||||
|
||||
// ---- status chips ----
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Chips") TArray<FLinearColor> ChipColors;
|
||||
};
|
||||
115
Source/UniversalBars/Public/UniversalHUDWidget.h
Normal file
115
Source/UniversalBars/Public/UniversalHUDWidget.h
Normal file
@ -0,0 +1,115 @@
|
||||
// Copyright IHY. Universal Bars plugin.
|
||||
// HUD container that stacks a combined health bar (HP + hunger/weight/cold
|
||||
// penalty zones) and a stamina bar. Exposes high-level, animated stat setters
|
||||
// and registers itself with UUniversalBarsSubsystem for global access.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "UniversalHUDWidget.generated.h"
|
||||
|
||||
class UUniversalBarWidget;
|
||||
class UPanelWidget;
|
||||
class UCanvasPanel;
|
||||
class UImage;
|
||||
class UUniversalBarsTheme;
|
||||
|
||||
UCLASS()
|
||||
class UNIVERSALBARS_API UUniversalHUDWidget : public UUserWidget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// Place a WBP_UniversalBar named "HealthBar" / "StaminaBar" in the HUD WBP.
|
||||
UPROPERTY(meta=(BindWidgetOptional))
|
||||
TObjectPtr<UUniversalBarWidget> HealthBar = nullptr;
|
||||
|
||||
UPROPERTY(meta=(BindWidgetOptional))
|
||||
TObjectPtr<UUniversalBarWidget> StaminaBar = nullptr;
|
||||
|
||||
// Optional container for status chips (filled in the designer with placeholders).
|
||||
UPROPERTY(meta=(BindWidgetOptional))
|
||||
TObjectPtr<UPanelWidget> ChipsPanel = nullptr;
|
||||
|
||||
// PEAK-style markers that sit ABOVE the health bar, over their zone. Place
|
||||
// these inside a CanvasPanel ("ChipCanvas") overlaid on HealthBar; they are
|
||||
// moved every tick to track the (animated) zone boundaries.
|
||||
UPROPERTY(meta=(BindWidgetOptional))
|
||||
TObjectPtr<UCanvasPanel> ChipCanvas = nullptr;
|
||||
|
||||
UPROPERTY(meta=(BindWidgetOptional))
|
||||
TObjectPtr<UImage> ChipHeart = nullptr; // tracks usable-HP end
|
||||
|
||||
UPROPERTY(meta=(BindWidgetOptional))
|
||||
TObjectPtr<UImage> ChipHunger = nullptr; // tracks "Hunger" zone
|
||||
|
||||
UPROPERTY(meta=(BindWidgetOptional))
|
||||
TObjectPtr<UImage> ChipWeight = nullptr; // tracks "Weight" zone
|
||||
|
||||
UPROPERTY(meta=(BindWidgetOptional))
|
||||
TObjectPtr<UImage> ChipCold = nullptr; // tracks "Cold" zone (hidden if absent)
|
||||
|
||||
// Optional central palette/geometry; applied on construct when set.
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="HUD")
|
||||
TObjectPtr<UUniversalBarsTheme> Theme = nullptr;
|
||||
|
||||
// Penalty-zone colours used by the hunger/weight/cold helpers (overridden by Theme if set).
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="HUD|Colors")
|
||||
FLinearColor HungerColor = FLinearColor(0.90f, 0.60f, 0.20f, 1.f);
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="HUD|Colors")
|
||||
FLinearColor WeightColor = FLinearColor(0.82f, 0.23f, 0.23f, 1.f);
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="HUD|Colors")
|
||||
FLinearColor ColdColor = FLinearColor(0.40f, 0.70f, 1.00f, 1.f);
|
||||
|
||||
// ===== high-level animated API =====
|
||||
UFUNCTION(BlueprintCallable, Category="HUD") void SetHealth(float Percent); // 0..1
|
||||
UFUNCTION(BlueprintCallable, Category="HUD") void SetStamina(float Percent); // 0..1
|
||||
UFUNCTION(BlueprintCallable, Category="HUD") void SetShield(float Percent); // 0..1 (overlay above HP)
|
||||
|
||||
// Penalty fractions of the full track (eat into max HP). 0 hides the zone.
|
||||
UFUNCTION(BlueprintCallable, Category="HUD") void SetHunger(float Amount);
|
||||
UFUNCTION(BlueprintCallable, Category="HUD") void SetWeight(float Amount);
|
||||
UFUNCTION(BlueprintCallable, Category="HUD") void SetCold(float Amount);
|
||||
|
||||
// Deltas (positive = heal/up, negative = damage/down) with the right flash.
|
||||
UFUNCTION(BlueprintCallable, Category="HUD") void DamageHealth(float Delta);
|
||||
UFUNCTION(BlueprintCallable, Category="HUD") void HealHealth(float Delta);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="HUD") float GetHealth() const;
|
||||
|
||||
// Re-tint and re-shape all bars + chips from the assigned Theme.
|
||||
UFUNCTION(BlueprintCallable, Category="HUD") void ApplyTheme();
|
||||
|
||||
// ===== self-test / study driver =====
|
||||
// When on, NativeTick cycles through every stat change so you can watch the
|
||||
// animations live in PIE. Defaults ON for this study HUD — uncheck "Demo Mode"
|
||||
// in the WBP Class Defaults (or call SetDemoMode(false)) for shipping.
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="HUD|Demo")
|
||||
bool bDemoMode = true;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="HUD|Demo", meta=(ClampMin="0.2"))
|
||||
float DemoStepInterval = 1.6f;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="HUD|Demo")
|
||||
void SetDemoMode(bool bEnable);
|
||||
|
||||
// Runs one demo step (damage / heal / hunger / weight / stamina). Called by
|
||||
// the demo tick, but also handy to fire manually from BP.
|
||||
UFUNCTION(BlueprintCallable, Category="HUD|Demo")
|
||||
void DemoStepNow();
|
||||
|
||||
protected:
|
||||
virtual void NativeConstruct() override;
|
||||
virtual void NativeDestruct() override;
|
||||
virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
|
||||
|
||||
// Slides each chip to sit above the centre of its zone on the health bar.
|
||||
void PositionChips();
|
||||
|
||||
private:
|
||||
float DemoTimer = 0.f;
|
||||
int32 DemoStep = 0;
|
||||
bool bDemoInit = false;
|
||||
};
|
||||
20
Source/UniversalBars/UniversalBars.Build.cs
Normal file
20
Source/UniversalBars/UniversalBars.Build.cs
Normal file
@ -0,0 +1,20 @@
|
||||
// Copyright IHY. Universal Bars plugin.
|
||||
using UnrealBuildTool;
|
||||
|
||||
public class UniversalBars : ModuleRules
|
||||
{
|
||||
public UniversalBars(ReadOnlyTargetRules Target) : base(Target)
|
||||
{
|
||||
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
|
||||
PublicDependencyModuleNames.AddRange(new string[]
|
||||
{
|
||||
"Core",
|
||||
"CoreUObject",
|
||||
"Engine",
|
||||
"UMG",
|
||||
"SlateCore",
|
||||
"Slate"
|
||||
});
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user