// 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 ChipColors; };