feat: initial commit, only bugs remaining
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								Source/UTAD_UI/SkillTree/SkillTreeBlueprintLibrary.h
									
									
									
									
									
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								Source/UTAD_UI/SkillTree/SkillTreeBlueprintLibrary.h
									
									
									
									
									
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							| @@ -0,0 +1,56 @@ | ||||
| #pragma once | ||||
|  | ||||
| #include "CoreMinimal.h" | ||||
| #include "Kismet/BlueprintFunctionLibrary.h" | ||||
| #include "SkillTreeTypes.h" | ||||
| #include "SkillTreeBlueprintLibrary.generated.h" | ||||
|  | ||||
| // Forward declarations | ||||
| class USkillTreeComponent; | ||||
|  | ||||
| UCLASS() | ||||
| class UTAD_UI_API USkillTreeBlueprintLibrary : public UBlueprintFunctionLibrary | ||||
| { | ||||
|     GENERATED_BODY() | ||||
|  | ||||
| public: | ||||
|     // UI Helper Functions | ||||
|  | ||||
|     // Get state color for UI display | ||||
|     UFUNCTION(BlueprintPure, Category = "Skill Tree UI", meta = (DisplayName = "Get Skill State Color")) | ||||
|     static FLinearColor GetSkillStateColor(ESkillNodeState State); | ||||
|  | ||||
|     // Get state text for UI display | ||||
|     UFUNCTION(BlueprintPure, Category = "Skill Tree UI", meta = (DisplayName = "Get Skill State Text")) | ||||
|     static FText GetSkillStateText(ESkillNodeState State); | ||||
|  | ||||
|     // Check if a skill can be selected with detailed reason | ||||
|     UFUNCTION(BlueprintPure, Category = "Skill Tree UI", meta = (DisplayName = "Get Skill Availability Text")) | ||||
|     static FText GetSkillAvailabilityText(USkillTreeComponent* SkillTreeComponent, FName SkillID); | ||||
|  | ||||
|     // Get formatted description with current values | ||||
|     UFUNCTION(BlueprintPure, Category = "Skill Tree UI", meta = (DisplayName = "Format Skill Description")) | ||||
|     static FText FormatSkillDescription(const FSkillNodeData& NodeData); | ||||
|  | ||||
|     // Calculate total stats preview (including selected but not purchased skills) | ||||
|     UFUNCTION(BlueprintPure, Category = "Skill Tree UI", meta = (DisplayName = "Get Preview Total Health Bonus")) | ||||
|     static float GetPreviewTotalHealthBonus(USkillTreeComponent* SkillTreeComponent); | ||||
|  | ||||
|     UFUNCTION(BlueprintPure, Category = "Skill Tree UI", meta = (DisplayName = "Get Preview Total Damage Bonus")) | ||||
|     static float GetPreviewTotalDamageBonus(USkillTreeComponent* SkillTreeComponent); | ||||
|  | ||||
|     UFUNCTION(BlueprintPure, Category = "Skill Tree UI", meta = (DisplayName = "Get Preview Total Speed Bonus")) | ||||
|     static float GetPreviewTotalSpeedBonus(USkillTreeComponent* SkillTreeComponent); | ||||
|  | ||||
|     // Check if any skills are selected | ||||
|     UFUNCTION(BlueprintPure, Category = "Skill Tree UI", meta = (DisplayName = "Has Selected Skills")) | ||||
|     static bool HasSelectedSkills(USkillTreeComponent* SkillTreeComponent); | ||||
|  | ||||
|     // Check if player can respec | ||||
|     UFUNCTION(BlueprintPure, Category = "Skill Tree UI", meta = (DisplayName = "Can Player Respec")) | ||||
|     static bool CanPlayerRespec(USkillTreeComponent* SkillTreeComponent); | ||||
|  | ||||
|     // Get the connections between skills for line rendering | ||||
|     UFUNCTION(BlueprintPure, Category = "Skill Tree UI", meta = (DisplayName = "Get Skill Connections")) | ||||
|     static TArray<FName> GetSkillConnections(USkillTreeComponent* SkillTreeComponent, FName SkillID); | ||||
| }; | ||||
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