add blueprints
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docs/blueprints/06-ui/51_WBP_MainMenu.md
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docs/blueprints/06-ui/51_WBP_MainMenu.md
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# WBP_MainMenu — Widget (Main Menu)
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**Parent:** `UUserWidget`
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**Used by:** `SS_UIManager.OpenMenu("MainMenu")`
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**Depends On:** `SS_UIManager`, `SS_SaveManager`, `GI_GameFramework`
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---
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### Purpose
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Title screen with New Game, Continue, Load, Settings, Credits, Quit.
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### Variables
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| Name | Type | Description |
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|------|------|-------------|
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| `bContinueAvailable` | Bool | Set by SaveManager check on Construct |
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| `AnimatedTitle` | `Image` or `TextBlock` | Animated game title |
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| `ContinueButton` | `Button` | Highlights if save exists |
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| `NewGameButton` | `Button` | Starts new game |
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| `LoadGameButton` | `Button` | Opens load slot list |
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| `SettingsButton` | `Button` | Opens settings menu |
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| `CreditsButton` | `Button` | Opens credits |
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| `QuitButton` | `Button` | Quit confirmation |
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### Functions
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| Name | Inputs | Outputs | Description |
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|------|--------|---------|-------------|
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| `OnConstruct` | — | — | Check SS_SaveManager.HasAnySave for continue availability |
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| `OnNewGame` | — | — | Call SS_SaveManager.ResetGameState, then OpenLevel "FirstLevel" |
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| `OnContinue` | — | — | Call SS_SaveManager.LoadLatestSave, then OpenLevel from save header |
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| `OnLoadGame` | — | — | Pushes load slot selection UI via SS_UIManager |
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| `OnSettings` | — | — | SS_UIManager.PushMenu "SettingsMenu" |
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| `OnCredits` | — | — | SS_UIManager.PushMenu "Credits" |
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| `OnQuit` | — | — | Show quit confirmation dialog |
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| `OnConfirmQuit` | — | — | `UKismetSystemLibrary.QuitGame` |
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### Communications With
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| Target System | Method | Why |
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|--------------|--------|-----|
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| [`SS_UIManager`](44_SS_UIManager.md) | Push/Pop/Close/Open | Menu lifecycle |
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| [`SS_SaveManager`](../05-saveload/28_SS_SaveManager.md) | Save/Load functions | Save slots |
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| [`GI_GameFramework`](../01-core/04_GI_GameFramework.md) | SetGamePhase, dispatchers | Phase transitions |
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### Reuse Notes
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- Split from original bundled `36_WBP_MenuWidgets.md` per Clean Slate refactoring plan
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