praca_magisterska/games/unreal/tutorial/part-7-cpp-create-ui.md

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# Part 7 (C++): Create UI
[← Previous: Part 6 (C++) - Create Game Director](part-6-cpp-create-game-director.md) | [Back to Index](README.md) | [Next: Part 8 (C++) - Create Game Mode →](part-8-cpp-create-game-mode.md)
---
## Overview
For UI, we use **Widget Blueprints** for visual layout (drag-and-drop is better for UI design), but bind to C++ properties for data.
**Time:** ~15 minutes
---
## Step 7.1: Create Widget Blueprint
1. Content Browser → UI folder
2. Right-click → **User Interface → Widget Blueprint**
3. Name: `WBP_HUD`
4. Double-click to open Widget Designer
---
## Step 7.2: Design HUD Layout
In Widget Designer:
1. **Add Text blocks** (from Palette → Common):
- `txt_Score` - Display score
- `txt_Lives` - Display lives
- `txt_Timer` - Display time remaining
2. **Position them** (top-left corner):
- Score: Top-left (0, 0)
- Lives: Below score (0, 30)
- Timer: Below lives (0, 60)
3. **Style text:**
- Font Size: 24
- Color: White
- Set default text: "Score: 0", "Lives: 3", "Time: 300"
4. **Compile and Save**
---
## Step 7.3: Create HUD Manager C++ Class
We'll create a simple C++ class to update the UI.
### Create STGHUDManager.h:
```cpp
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "STGHUDManager.generated.h"
UCLASS()
class BULLETHELLGAME_API ASTGHUDManager : public AActor
{
GENERATED_BODY()
public:
ASTGHUDManager();
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UI")
TSubclassOf<class UUserWidget> HUDWidgetClass;
UFUNCTION(BlueprintCallable, Category = "UI")
void UpdateScore(int32 NewScore);
UFUNCTION(BlueprintCallable, Category = "UI")
void UpdateLives(int32 NewLives);
UFUNCTION(BlueprintCallable, Category = "UI")
void UpdateTimer(float TimeRemaining);
private:
class UUserWidget* HUDWidget;
};
```
### STGHUDManager.cpp:
```cpp
#include "STGHUDManager.h"
#include "Blueprint/UserWidget.h"
#include "Components/TextBlock.h"
ASTGHUDManager::ASTGHUDManager()
{
PrimaryActorTick.bCanEverTick = true;
}
void ASTGHUDManager::BeginPlay()
{
Super::BeginPlay();
if (HUDWidgetClass)
{
HUDWidget = CreateWidget<UUserWidget>(GetWorld(), HUDWidgetClass);
if (HUDWidget)
{
HUDWidget->AddToViewport();
}
}
}
void ASTGHUDManager::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ASTGHUDManager::UpdateScore(int32 NewScore)
{
if (HUDWidget)
{
UTextBlock* ScoreText = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("txt_Score")));
if (ScoreText)
{
ScoreText->SetText(FText::Format(FText::FromString("Score: {0}"), NewScore));
}
}
}
void ASTGHUDManager::UpdateLives(int32 NewLives)
{
if (HUDWidget)
{
UTextBlock* LivesText = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("txt_Lives")));
if (LivesText)
{
LivesText->SetText(FText::Format(FText::FromString("Lives: {0}"), NewLives));
}
}
}
void ASTGHUDManager::UpdateTimer(float TimeRemaining)
{
if (HUDWidget)
{
UTextBlock* TimerText = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("txt_Timer")));
if (TimerText)
{
int32 Seconds = FMath::CeilToInt(TimeRemaining);
TimerText->SetText(FText::Format(FText::FromString("Time: {0}s"), Seconds));
}
}
}
```
---
## Step 7.4: Integrate HUD with Game
1. Place `STGHUDManager` in level
2. Select it, in Details panel:
- Set **HUD Widget Class**`WBP_HUD`
3. Update `STGGameDirector` to update timer:
```cpp
void ASTGGameDirector::Tick(float DeltaTime)
{
// ... existing code ...
// Update HUD
TArray<AActor*> FoundManagers;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASTGHUDManager::StaticClass(), FoundManagers);
if (FoundManagers.Num() > 0)
{
ASTGHUDManager* HUDMgr = Cast<ASTGHUDManager>(FoundManagers[0]);
if (HUDMgr)
{
HUDMgr->UpdateTimer(GameDuration - ElapsedTime);
}
}
}
```
4. Update `STGPawn` to update score/lives when they change
---
## Step 7.5: Test UI
Press Play
### Expected Result:
**In Play Mode:**
- ✅ UI appears in top-left corner
- ✅ "Score: 0", "Lives: 3", "Time: 300" displayed
- ✅ Timer counts down from 300
- ✅ Score increases when enemies are destroyed
- ✅ Lives decrease when player is hit
- ✅ Text is readable (white on dark background)
---
[← Previous: Part 6 (C++) - Create Game Director](part-6-cpp-create-game-director.md) | [Back to Index](README.md) | [Next: Part 8 (C++) - Create Game Mode →](part-8-cpp-create-game-mode.md)