Added ammo ui refresh on ammo pickup

This commit is contained in:
TjgL 2025-01-24 21:20:19 +01:00
parent 8265363b28
commit ebfc6f0b61
8 changed files with 16 additions and 10 deletions

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@ -158,3 +158,6 @@ ManualIPAddress=
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") +CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
[/Script/UnrealEd.CookerSettings]
bCookOnTheFlyForLaunchOn=True

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Content/Legumix/Player/BP_Play.uasset (Stored with Git LFS)

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Content/Legumix/Weapon/BP_Ammo.uasset (Stored with Git LFS)

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@ -40,9 +40,10 @@ void ALMPlayer::PickUpAmmo(ALMAmmo* Ammo)
if (GEngine) if (GEngine)
{ {
FString AmmoAmount = FString::Printf(TEXT("Quantité de munition : %i"), Ammo->GetAmmoAmount()); FString AmmoAmount = FString::Printf(TEXT("Quantité de munition : %i"), Ammo->GetAmmoAmount());
GEngine->AddOnScreenDebugMessage(1, 30.f, FColor::Red, AmmoAmount); GEngine->AddOnScreenDebugMessage(INDEX_NONE, 30.f, FColor::Red, AmmoAmount);
} }
WeaponManager->AddAmmoType(Ammo->GetAmmoType(), Ammo->GetAmmoAmount()); WeaponManager->AddAmmoType(Ammo->GetAmmoType(), Ammo->GetAmmoAmount());
OnAmmoPickup();
} }
int ALMPlayer::GetAmmoCount(const EAmmoType AmmoType) const int ALMPlayer::GetAmmoCount(const EAmmoType AmmoType) const

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@ -71,6 +71,8 @@ public:
void WeaponReloaded(); void WeaponReloaded();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void WeaponSwitched(); void WeaponSwitched();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnAmmoPickup();
UFUNCTION(BlueprintImplementableEvent) UFUNCTION(BlueprintImplementableEvent)
void OnEnnemyHit(); void OnEnnemyHit();