Interaction between player and merchant works.

This commit is contained in:
MH261677 2022-11-11 20:35:41 +00:00
parent 8ee792226c
commit 2c7a717617
3 changed files with 10 additions and 20 deletions

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@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
oid sha256:71972a686580a51b5e39734fdadcbead9cab44f70aa423b1c2e684eb5c64d855 oid sha256:f4a37ec4a9d65f2b21c7e29d31fb9b9dd998e181aa264ca826aa1e6594da30ef
size 23271 size 23329

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@ -18,14 +18,12 @@ ATempCharacter::ATempCharacter()
void ATempCharacter::BeginPlay() void ATempCharacter::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
} }
//Binds the input we made in the setup player component to the forward vector //Binds the input we made in the setup player component to the forward vector
void ATempCharacter::ForwardInput(float Axis) void ATempCharacter::ForwardInput(float Axis)
{ {
AddMovementInput(GetActorForwardVector()* Axis); AddMovementInput(GetActorForwardVector()* Axis);
} }
//Binds the input we made in the setup player component to the right vector //Binds the input we made in the setup player component to the right vector
@ -51,13 +49,6 @@ void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCompo
PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput); PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed); // custom keybind Interact PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed); // custom keybind Interact
} }
/*
TODO:
Make custom bool for pressed interact in trigger
Make custom bool for when player enters the trigger its set to true
Make if statement if both flags are true then dilouge box pops up
*/
void ATempCharacter::KeyPressed() void ATempCharacter::KeyPressed()
{ {
//vars for LineTraceSingleByChannel //vars for LineTraceSingleByChannel
@ -67,18 +58,19 @@ void ATempCharacter::KeyPressed()
FVector End = Start + TraceDistance * GetActorForwardVector(); FVector End = Start + TraceDistance * GetActorForwardVector();
FCollisionQueryParams TraceParams; FCollisionQueryParams TraceParams;
TraceParams.AddIgnoredActor(this); TraceParams.AddIgnoredActor(this);
bool bHit = GetWorld()->LineTraceSingleByChannel(Hit,Start,End,ECC_Visibility, TraceParams); bool bHit = GetWorld()->LineTraceSingleByChannel(Hit,Start,End,ECC_Visibility, TraceParams);
if(bHit) if(bHit)
{ {
if(Hit.GetActor()->ActorHasTag("MerchantTag"))
{
DrawDebugLine(GetWorld(),Start, End, FColor::Green, false, 1.0f); DrawDebugLine(GetWorld(),Start, End, FColor::Green, false, 1.0f);
UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *Hit.GetActor()->GetName()); UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *Hit.GetActor()->GetName());
} }
else
{
UE_LOG(LogTemp, Display, TEXT("BHIT IS FALSE"));
}
} }
}

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@ -3,8 +3,6 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Engine/World.h"
#include "DrawDebugHelpers.h"
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "TempCharacter.generated.h" #include "TempCharacter.generated.h"