Updated TempCharacter.cpp
Added boolean to make inventory not open when in shop
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@ -85,6 +85,7 @@ void ATempCharacter::LineTraceLogic()
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}
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}
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if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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{
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{
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UE_LOG(LogTemp, Display, TEXT("Hit Merchant"));
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auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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if(GoldBalance >= ItemArray->ItemCostPrice)
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if(GoldBalance >= ItemArray->ItemCostPrice)
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{
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{
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@ -139,6 +140,7 @@ void ATempCharacter::LineTraceLogic()
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void ATempCharacter::InputDisabler()
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void ATempCharacter::InputDisabler()
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{
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{
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UE_LOG(LogTemp, Display, TEXT("Disabling playermovement"));
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UE_LOG(LogTemp, Display, TEXT("Disabling playermovement"));
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disableTab = true;
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//GetWorld()->GetFirstPlayerController()->InputComponent->RemoveActionBinding("Interact", IE_Pressed);
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//GetWorld()->GetFirstPlayerController()->InputComponent->RemoveActionBinding("Interact", IE_Pressed);
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GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(true);
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GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(true);
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GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(true);
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GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(true);
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@ -163,6 +165,7 @@ void ATempCharacter::InputDisabler()
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void ATempCharacter::InputEnabler()
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void ATempCharacter::InputEnabler()
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{
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{
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UE_LOG(LogTemp, Display, TEXT("Enabling Inputs"));
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UE_LOG(LogTemp, Display, TEXT("Enabling Inputs"));
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disableTab = true;
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GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(false);
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GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(false);
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GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(false);
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GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(false);
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GetWorld()->GetFirstPlayerController()->bShowMouseCursor = false;
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GetWorld()->GetFirstPlayerController()->bShowMouseCursor = false;
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@ -78,4 +78,7 @@ public:
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bool bShopKeeperText = false;
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bool bShopKeeperText = false;
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UPROPERTY(BlueprintReadWrite)
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bool disableTab = false;
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};
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};
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