Add MVP crafting HUD
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@@ -7,6 +7,7 @@
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#include "AgrarianDebugHUD.generated.h"
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class UAgrarianInventoryComponent;
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class UAgrarianCraftingComponent;
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class UAgrarianSurvivalComponent;
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UCLASS()
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@@ -26,6 +27,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD")
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bool bShowInventoryHUD = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD")
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bool bShowCraftingHUD = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD", meta = (ClampMin = "0.25"))
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float TextScale = 1.0f;
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@@ -38,6 +42,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD", meta = (ClampMin = "1", ClampMax = "12"))
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int32 MaxInventoryPanelRows = 6;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD", meta = (ClampMin = "1", ClampMax = "12"))
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int32 MaxCraftingPanelRows = 8;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD")
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bool bShowInteractionPrompt = true;
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@@ -47,7 +54,8 @@ public:
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protected:
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void DrawInteractionPrompt(const class AAgrarianGameCharacter* AgrarianCharacter);
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void DrawCriticalStats(const UAgrarianSurvivalComponent* SurvivalComponent);
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void DrawInventoryPanel(const class AAgrarianGameCharacter* AgrarianCharacter);
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float DrawInventoryPanel(const class AAgrarianGameCharacter* AgrarianCharacter);
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void DrawCraftingPanel(const class AAgrarianGameCharacter* AgrarianCharacter, float TopY);
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void DrawPlayerStatus(const class AAgrarianGameCharacter* AgrarianCharacter, float X, float& Y);
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void DrawSurvival(const UAgrarianSurvivalComponent* SurvivalComponent, float X, float& Y);
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void DrawInventory(const UAgrarianInventoryComponent* InventoryComponent, float X, float& Y);
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