AzureAbyss/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
#include "TempCharacter.h"
#include "IDetailTreeNode.h"
#include "Blueprint/UserWidget.h"
#include "the_twilight_abyss/BaseItems/InventoryComponent.h"
#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
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// CONSTRUCTOR
ATempCharacter::ATempCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
Inventory = CreateDefaultSubobject<UInventoryComponent>("Inventory");
Inventory->MaxItemSlots = 10;
}
// Called when the game starts or when spawned
void ATempCharacter::BeginPlay()
{
Super::BeginPlay();
Health = 100;
}
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//Binds the input we made in the setup player component to the forward vector
void ATempCharacter::ForwardInput(float Axis)
{
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AddMovementInput(GetActorForwardVector() * Axis);
}
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//Binds the input we made in the setup player component to the right vector
void ATempCharacter::RightMoveInput(float Axis)
{
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AddMovementInput(GetActorRightVector() * Axis);
}
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// Called every frame
void ATempCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Gives the character the functionality
void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis(TEXT("Move Forward / Backward"), this, &ATempCharacter::ForwardInput);
PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput);
PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput);
PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
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PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
}
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// When the player presses the E key
void ATempCharacter::KeyPressed()
{
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LineTraceLogic();
}
// Line trace logic
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void ATempCharacter::LineTraceLogic()
{
float GlobalTrace = TraceDistance;
FHitResult OutHit;
FVector Start = GetActorLocation();
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FVector End = Start + GlobalTrace * GetActorForwardVector();
FCollisionQueryParams TraceParams;
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TraceParams.AddIgnoredActor(this);
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bool bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
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if (bHit)
{
if(OutHit.GetActor() == nullptr)
{
return;
}
if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
{
if(GoldBalance >= OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0)->ItemCostPrice)
{
GoldBalance -= OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0)->ItemCostPrice;
Inventory->AddItem(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0));
UE_LOG(LogTemp, Display, TEXT("Item Purchased"));
}
if(GoldBalance <= 0)
{
UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
}
}
if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
{
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DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
MyInteractable->OnInteract();
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UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
}
}
}
void ATempCharacter::UseItem(class UBaseItem* Item)
{
if(Item)
{
Item->Use(this);
Item->OnUse(this); //Blueprint Version
}
}