KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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UMainWidget.h
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1// Copyright (c) 2025 Doppleddiggong. All rights reserved. Unauthorized copying, modification, or distribution of this file, via any medium is strictly prohibited. Proprietary and confidential.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "ALingoPlayerState.h"
7#include "ASpeakStageActor.h"
8#include "Blueprint/UserWidget.h"
9#include "UMainWidget.generated.h"
10
15UCLASS()
16class ONEPIECE_API UMainWidget : public UUserWidget
17{
18 GENERATED_BODY()
19
20public:
21 UMainWidget(const FObjectInitializer& ObjectInitializer);
22
23protected:
25 virtual void NativeConstruct() override;
26
28 virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
29
30public:
31 void SetMissionTimerState(bool bIsActive) const;
32
33 void UpdateStateWidget(int32 UserId, const FString& UserName);
34 void UpdateRoomWidget(int32 InRoomLevel, int64 InRoomId);
35 void UpdateSpeakWidget(int32 StepIndex);
36 bool CanShowSpeakWidget(ASpeakStageActor*& OutSpeakStage, ALingoPlayerState*& OutLocalPlayerState) const;
37 void UpdateChatWidget();
38
41 UFUNCTION(BlueprintCallable, Category = "Hook")
42 void UpdateHookState(bool bIsAiming);
43
46 UFUNCTION(BlueprintCallable, Category = "Fade")
47 void FadeOut(float Duration = 0.5f);
48
51 UFUNCTION(BlueprintCallable, Category = "Fade")
52 void FadeIn(float Duration = 0.5f);
53
55 UFUNCTION(BlueprintPure, Category = "Fade")
56 class UFadeWidget* GetFadeWidget() const { return FadeWidget; }
57
58 UFUNCTION(BlueprintPure, Category = "Quest")
59 class UQuestInfoWidget* GetQuestInfoWidget() const { return QuestInfoWidget; }
60
61 UFUNCTION(BlueprintPure, Category = "Quest")
62 class UQuestOrderWidget* GetQuestOrderWidget() const { return QuestOrderWidget; }
63
64 UFUNCTION(Category = "Chat")
65 void SendChatMessage(FResponseUserMe sendUser, const FText& inMessage, int32 PlayerIndex);
66
67 void SetFocusOnChat();
68
69private:
71 void UpdateTimerDisplay() const;
72
74 UFUNCTION()
75 void OnUpdateMissionTimerState(bool bIsActive, float TimeLimit);
76
77protected:
79 UPROPERTY(meta = (BindWidget), BlueprintReadOnly)
80 TObjectPtr<class UPlayTimer> PlayTimer;
81
82 UPROPERTY(meta = (BindWidget), BlueprintReadOnly)
83 TObjectPtr<class URoomWidget> RoomWidget;
84
85 UPROPERTY(meta = (BindWidget), BlueprintReadOnly)
86 TObjectPtr<class UStateWidget> StateWidget;
87
88
89 UPROPERTY(meta = (BindWidget), BlueprintReadOnly)
90 TObjectPtr<class UWidgetSwitcher> WidgetSwitcher;
91
93 UPROPERTY(meta = (BindWidget), BlueprintReadOnly)
94 TObjectPtr<class USpeakWidget> SpeakWidget;
95
96 UPROPERTY(meta = (BindWidget), BlueprintReadOnly)
97 TObjectPtr<class UQuestOrderWidget> QuestOrderWidget;
98
99 UPROPERTY(meta = (BindWidget), BlueprintReadOnly)
100 TObjectPtr<class UQuestInfoWidget> QuestInfoWidget;
101
103 UPROPERTY(meta = (BindWidgetOptional), BlueprintReadOnly)
104 TObjectPtr<class UImage> HookTargetIndicator;
105
107 UPROPERTY(meta = (BindWidgetOptional), BlueprintReadOnly)
108 TObjectPtr<class UFadeWidget> FadeWidget;
109
111 UPROPERTY(meta = (BindWidget), BlueprintReadOnly)
112 TObjectPtr<class UChatWidget> ChatWidget;
113
114public:
116 UPROPERTY(meta = (BindWidget), BlueprintReadOnly)
117 TObjectPtr<class UCompassWidget> CompassWidget;
118
119 UPROPERTY(meta = (BindWidget), BlueprintReadOnly)
120 TObjectPtr<class UVoiceRecording> VoiceRecording;
121
122private:
124 UPROPERTY(EditDefaultsOnly, Category = "Hook")
125 TObjectPtr<class UTexture2D> HookAimTexture;
126
128 UPROPERTY(EditDefaultsOnly, Category = "Hook")
129 TObjectPtr<class UTexture2D> HookNoAimTexture;
130
132 UPROPERTY(EditDefaultsOnly, Category = "Item")
133 TSubclassOf<class UAutoDespawnItem> ItemWidgetClass;
134
136 UPROPERTY()
137 TObjectPtr<class ALingoGameState> CachedGameState;
138};
Speak Stage 시스템
자동으로 사라지는 아이템 위젯
화면 페이드 인/아웃 효과를 제공하는 위젯
Definition UFadeWidget.h:22
메인 UI 위젯
Definition UMainWidget.h:17
플레이 타이머를 표시하는 위젯
Definition UPlayTimer.h:15
Speak Stage UI 위젯
음성 녹음 상태를 표시하는 위젯