Started working on Merchant Logic
Started to create the base merchant trigger box to start making the interaction between player and merchant npc
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@ -28,6 +28,6 @@ bOffsetPlayerGamepadIds=False
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GameInstanceClass=/Script/Engine.GameInstance
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GameInstanceClass=/Script/Engine.GameInstance
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GameDefaultMap=/Game/Levels/Main.Main
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GameDefaultMap=/Game/Levels/Main.Main
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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GlobalDefaultGameMode=/Game/GameMode/MainGameMode.MainGameMode_C
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GlobalDefaultGameMode=/Script/Engine.GameModeBase
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GlobalDefaultServerGameMode=None
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GlobalDefaultServerGameMode=None
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BIN
Content/Levels/MerchantPrototype.umap
(Stored with Git LFS)
BIN
Content/Levels/MerchantPrototype.umap
(Stored with Git LFS)
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Source/the_twilight_abyss/MerchantRaw/MerchantTriggerBox.cpp
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Source/the_twilight_abyss/MerchantRaw/MerchantTriggerBox.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MerchantTriggerBox.h"
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//makes it so the component script is initialized when game starts
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UMerchantTriggerBox::UMerchantTriggerBox()
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{
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PrimaryComponentTick.bCanEverTick = true;
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}
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void UMerchantTriggerBox::BeginPlay()
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{
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Super::BeginPlay();
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UE_LOG(LogTemp, Warning, TEXT("TRIGGER SPAWNED"));
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}
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void UMerchantTriggerBox::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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}
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void UMerchantTriggerBox::PlayerCheck()
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{
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/*
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TODO:
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UNCOMMENT THE UPRIMITECOMPONENT OUT
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FILL OUT THE COMPONENTOVERLAP FUNCTION SO IT DISPLAYS THE PLAYERS NAME WHEN THEY ENTER IT
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*/
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//UPrimitiveComponent TriggerOverlap = BeginComponentOverlap();
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}
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27
Source/the_twilight_abyss/MerchantRaw/MerchantTriggerBox.h
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Source/the_twilight_abyss/MerchantRaw/MerchantTriggerBox.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/BoxComponent.h"
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#include "Components/PrimitiveComponent.h"
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#include "MerchantTriggerBox.generated.h"
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/**
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*
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*/
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class THE_TWILIGHT_ABYSS_API UMerchantTriggerBox : public UBoxComponent
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{
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GENERATED_BODY()
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protected:
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virtual void BeginPlay() override;
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public:
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UMerchantTriggerBox();
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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private:
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void PlayerCheck();
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};
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