Bugfix Merchant Unable to Purchase Items

This commit is contained in:
Philip W 2023-03-28 03:43:31 +01:00
parent e28da9ab26
commit 3f5c7bcf1c
5 changed files with 23 additions and 10 deletions

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@ -29,6 +29,7 @@ void UEatableItems::Use(ATempCharacter* Character)
else if (Character->Health >= 100)
{
UE_LOG(LogTemp, Display, TEXT("Health is full"));
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Health is full"));
}
}

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@ -192,7 +192,7 @@ void ATempCharacter::LineTraceLogic()
}
else
{
DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
//DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
MyInteractable->OnInteract();
UE_LOG(LogTemp, Display, TEXT("OnInteract activated"));
UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
@ -272,9 +272,21 @@ void ATempCharacter::UseItem(class UBaseItem* Item)
}
}
void ATempCharacter::BuyItem()
void ATempCharacter::BuyItem(AActor* Item)
{
UE_LOG(LogTemp, Display, TEXT("BUY ITEM FIRING"));
TraceDistance = 1000;
LineTraceLogic();
UE_LOG(LogTemp, Display, TEXT("Hit Merchant"));
auto ItemArray = Item->FindComponentByClass<UInventoryComponent>()->GetItem(0);
if (GoldBalance <= 0)
{
UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
}
else if (GoldBalance >= ItemArray->ItemCostPrice)
{
GoldBalance -= ItemArray->ItemCostPrice;
Inventory->AddItem(ItemArray);
UE_LOG(LogTemp, Display, TEXT("Item Purchased"));
}
// UE_LOG(LogTemp, Display, TEXT("BUY ITEM FIRING"));
// TraceDistance = 1000;
// LineTraceLogic();
}

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@ -78,7 +78,7 @@ public:
int OriginalCameraFOV;
UFUNCTION(BlueprintCallable, Category= "Items")
void BuyItem();
void BuyItem(AActor* Item);
bool bShopKeeperText = false;