Add Agrarian debug HUD

This commit is contained in:
2026-05-11 01:28:50 -07:00
parent 6e7f74986c
commit 474b92b1ee
5 changed files with 115 additions and 6 deletions
+5 -5
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@@ -122,7 +122,7 @@ Open version .01 tasks:
- [ ] Create recipe data assets for campfire, primitive shelter, basic tool, and bandage.
- [ ] Create Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
- [ ] Place resource nodes, campfire, shelter, and wildlife in the test map.
- [ ] Add a simple HUD/debug display for survival and inventory.
- [x] Add a simple HUD/debug display for survival and inventory.
- [ ] Test gather -> inventory -> craft -> place shelter -> save/load loop.
- [ ] Test wildlife damage/death/harvest loop.
- [ ] Decide whether to keep the current template variants or remove unused starter variants.
@@ -252,7 +252,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Add stat replication.
- [ ] Add stat save/load support.
- [x] Add debug commands for modifying stats.
- [ ] Add HUD display for critical stats.
- [x] Add HUD display for critical stats.
## 1.3 Time, Weather, And Environment Pressure
@@ -437,7 +437,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [ ] Add main menu placeholder.
- [ ] Add join server screen.
- [ ] Add loading screen.
- [ ] Add HUD.
- [x] Add HUD.
- [ ] Add inventory UI.
- [ ] Add crafting UI.
- [ ] Add interaction prompts.
@@ -1086,7 +1086,7 @@ These tracks run across all phases and must not be left as afterthoughts.
- [~] Add gatherable resources.
- [x] Add campfire.
- [x] Add basic crafting.
- [ ] Add basic HUD.
- [x] Add basic HUD.
## Month 3 - Shelter And Persistence
@@ -1178,5 +1178,5 @@ Next version .01 priorities:
- [ ] Place and test the campfire.
- [ ] Place and test the primitive shelter.
- [ ] Place and test the first wildlife Blueprint.
- [ ] Add simple survival/inventory HUD feedback.
- [x] Add simple survival/inventory HUD feedback.
- [ ] Run the first full gather -> craft -> place -> save -> load test.
+2 -1
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@@ -29,6 +29,7 @@
- [x] Primitive shelter actor is marked as a persistent world actor.
- [x] Admin/dev console commands added to the Agrarian player controller.
- [x] Wildlife base actor added with replicated health, simple movement states, and harvesting hooks.
- [x] Simple debug HUD added for survival and inventory feedback.
## Next Unreal Editor Tasks
@@ -42,7 +43,7 @@
- [ ] Create Blueprint child `BP_AGR_PrimitiveShelter` from `AgrarianShelterActor`.
- [ ] Assign placeholder meshes to MVP actors.
- [ ] Place resource nodes and campfire in the test map.
- [ ] Add simple HUD/debug display for survival and inventory.
- [x] Add simple HUD/debug display for survival and inventory.
- [ ] Test gather -> inventory -> campfire loop.
## Next C++ Foundation Tasks
+76
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@@ -0,0 +1,76 @@
// Copyright Pacificao. All Rights Reserved.
#include "AgrarianDebugHUD.h"
#include "AgrarianGameCharacter.h"
#include "AgrarianInventoryComponent.h"
#include "AgrarianSurvivalComponent.h"
void AAgrarianDebugHUD::DrawHUD()
{
Super::DrawHUD();
if (!bShowDebugHUD || !Canvas)
{
return;
}
const AAgrarianGameCharacter* AgrarianCharacter = Cast<AAgrarianGameCharacter>(GetOwningPawn());
if (!AgrarianCharacter)
{
return;
}
float Y = 32.0f;
constexpr float X = 32.0f;
DrawLine(TEXT("AGRARIAN DEV HUD"), X, Y, FColor(160, 220, 140));
DrawSurvival(AgrarianCharacter->GetSurvivalComponent(), X, Y);
DrawInventory(AgrarianCharacter->GetInventoryComponent(), X, Y);
}
void AAgrarianDebugHUD::DrawSurvival(const UAgrarianSurvivalComponent* SurvivalComponent, float X, float& Y) const
{
if (!SurvivalComponent)
{
DrawLine(TEXT("Survival: unavailable"), X, Y, FColor::Red);
return;
}
const FAgrarianSurvivalSnapshot& Survival = SurvivalComponent->Survival;
DrawLine(FString::Printf(TEXT("Health: %.0f"), Survival.Health), X, Y);
DrawLine(FString::Printf(TEXT("Stamina: %.0f"), Survival.Stamina), X, Y);
DrawLine(FString::Printf(TEXT("Hunger: %.0f"), Survival.Hunger), X, Y);
DrawLine(FString::Printf(TEXT("Thirst: %.0f"), Survival.Thirst), X, Y);
DrawLine(FString::Printf(TEXT("Temp: %.1f C"), Survival.BodyTemperature), X, Y);
DrawLine(FString::Printf(TEXT("Injury: %.0f"), Survival.InjurySeverity), X, Y);
Y += 10.0f * TextScale;
}
void AAgrarianDebugHUD::DrawInventory(const UAgrarianInventoryComponent* InventoryComponent, float X, float& Y) const
{
if (!InventoryComponent)
{
DrawLine(TEXT("Inventory: unavailable"), X, Y, FColor::Red);
return;
}
DrawLine(FString::Printf(TEXT("Inventory: %d/%d slots"), InventoryComponent->Items.Num(), InventoryComponent->MaxSlots), X, Y, FColor(160, 220, 140));
if (InventoryComponent->Items.IsEmpty())
{
DrawLine(TEXT("- empty"), X, Y, FColor::Silver);
return;
}
for (const FAgrarianItemStack& Stack : InventoryComponent->Items)
{
const FText DisplayName = Stack.DisplayName.IsEmpty() ? FText::FromName(Stack.ItemId) : Stack.DisplayName;
DrawLine(FString::Printf(TEXT("- %s x%d"), *DisplayName.ToString(), Stack.Quantity), X, Y);
}
}
void AAgrarianDebugHUD::DrawLine(const FString& Text, float X, float& Y, const FColor& Color) const
{
DrawText(Text, Color, X, Y, nullptr, TextScale, false);
Y += 18.0f * TextScale;
}
+30
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@@ -0,0 +1,30 @@
// Copyright Pacificao. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/HUD.h"
#include "AgrarianDebugHUD.generated.h"
class UAgrarianInventoryComponent;
class UAgrarianSurvivalComponent;
UCLASS()
class AAgrarianDebugHUD : public AHUD
{
GENERATED_BODY()
public:
virtual void DrawHUD() override;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD")
bool bShowDebugHUD = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD", meta = (ClampMin = "0.25"))
float TextScale = 1.0f;
protected:
void DrawSurvival(const UAgrarianSurvivalComponent* SurvivalComponent, float X, float& Y) const;
void DrawInventory(const UAgrarianInventoryComponent* InventoryComponent, float X, float& Y) const;
void DrawLine(const FString& Text, float X, float& Y, const FColor& Color = FColor::White) const;
};
@@ -1,9 +1,11 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "AgrarianGameGameMode.h"
#include "AgrarianDebugHUD.h"
#include "AgrarianGameState.h"
AAgrarianGameGameMode::AAgrarianGameGameMode()
{
GameStateClass = AAgrarianGameState::StaticClass();
HUDClass = AAgrarianDebugHUD::StaticClass();
}