Files
ultimate-bar-system-plugin/Source/UniversalBars/Public/UniversalHUDWidget.h
Bonchellon 41a0cdef36 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>
2026-06-23 19:04:50 +03:00

116 lines
4.6 KiB
C++

// 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;
};