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b/Source/the_twilight_abyss/BaseItems/InventoryComponent.cpp @@ -39,17 +39,28 @@ bool UInventoryComponent::AddItem(class UBaseItem* BaseItem) } BaseItem->StoredItems = this; BaseItem->World = GetWorld(); - Items.Add(BaseItem); - BaseItem->SubItemID++; - UE_LOG(LogTemp, Display, TEXT("ITEM HAS BEEN ADDED")); - //log the itemid - UE_LOG(LogTemp, Display, TEXT("ITEM ID: %d"), BaseItem->ItemID); - UE_LOG(LogTemp, Display, TEXT("SUBITEM ID: %d"), BaseItem->SubItemID); - + bool isNewItem = true; + // for every item in inventory + for (auto & Item : Items) + { + //if the item is the same as the item that is being added + if (Item->ItemDisplayName.ToString() == BaseItem->ItemDisplayName.ToString()) + { + //add the amount of the item that is being added to the item in the inventory + Item->StackCount++; + UE_LOG(LogTemp, Display, TEXT("ITEM STACKCOUNT: %d"), Item->StackCount); + isNewItem = false; + break; + } + } + if (isNewItem == true) + { + Items.Add(BaseItem); + UE_LOG(LogTemp, Display, TEXT("ITEM HAS BEEN ADDED TO INVENTORY")); + } //Refreshes the inventory OnInventoryUpdated.Broadcast(); - - return true; + return true; } // remove only gets called once on the same item @@ -60,14 +71,7 @@ bool UInventoryComponent::Remove(class UBaseItem* BaseItem) UE_LOG(LogTemp, Display, TEXT("ItEM HAS BEEN REMOVED")); BaseItem->StoredItems = nullptr; BaseItem->World = nullptr; - if(BaseItem->SubItemID < Items.Num()) - { - Items.RemoveSingle(BaseItem); - BaseItem->SubItemID --; - UE_LOG(LogTemp, Display, TEXT("ItemRemoved")); - UE_LOG(LogTemp, Display, TEXT("SUBITEM ID: %d"), BaseItem->SubItemID); - } - //Items.RemoveSingle(BaseItem); + Items.RemoveSingle(BaseItem); OnInventoryUpdated.Broadcast(); // Updates UI return true; } @@ -79,3 +83,13 @@ UBaseItem* UInventoryComponent::GetItem(int Index) return Items[Index]; } +void UInventoryComponent::RemoveItem(UEatableItems* Item) +{ + Item->StackCount--; + if (Item->StackCount <= 0) + { + Remove(Item); // activates the remove function up above + } + OnInventoryUpdated.Broadcast(); +} + diff --git a/Source/the_twilight_abyss/BaseItems/InventoryComponent.h b/Source/the_twilight_abyss/BaseItems/InventoryComponent.h index 41476b1..1ec1fb1 100644 --- a/Source/the_twilight_abyss/BaseItems/InventoryComponent.h +++ b/Source/the_twilight_abyss/BaseItems/InventoryComponent.h @@ -33,9 +33,6 @@ public: UPROPERTY(EditDefaultsOnly, Category= "Inventory") int32 MaxItemSlots; - - UPROPERTY(EditDefaultsOnly, Category = "Inventory") - int MaxItemStack; UPROPERTY(BlueprintAssignable, Category= "Inventory") FOnInventoryUpdated OnInventoryUpdated; //This is our delegate @@ -45,5 +42,8 @@ public: UFUNCTION(BlueprintCallable, Category= "Inventory") class UBaseItem* GetItem(int Index); + + UFUNCTION() + void RemoveItem(UEatableItems* Item); }; diff --git a/Source/the_twilight_abyss/BaseItems/Items/BaseItem.h b/Source/the_twilight_abyss/BaseItems/Items/BaseItem.h index 524269a..346966f 100644 --- a/Source/the_twilight_abyss/BaseItems/Items/BaseItem.h +++ b/Source/the_twilight_abyss/BaseItems/Items/BaseItem.h @@ -53,14 +53,11 @@ public: UPROPERTY(EditAnywhere, Category = "Item") bool isDamageBuffItem; - UPROPERTY(EditAnywhere, Category = "Item") - int ItemID; - - UPROPERTY(EditAnywhere, Category = "Item") - int SubItemID; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item") + int32 StackCount = 1; //reference to the UInventoryComponent script - UPROPERTY() + UPROPERTY(EditAnywhere, Category = "Item") class UInventoryComponent* StoredItems; //The buy class to purchase the item diff --git a/Source/the_twilight_abyss/BaseItems/Items/EatableItems.cpp b/Source/the_twilight_abyss/BaseItems/Items/EatableItems.cpp index 352aee9..65d911d 100644 --- a/Source/the_twilight_abyss/BaseItems/Items/EatableItems.cpp +++ b/Source/the_twilight_abyss/BaseItems/Items/EatableItems.cpp @@ -3,14 +3,14 @@ #include "EatableItems.h" +#include "BehaviorTree/BehaviorTreeTypes.h" #include "the_twilight_abyss/BaseItems/InventoryComponent.h" #include "the_twilight_abyss/PlayerTemp/TempCharacter.h" UEatableItems::UEatableItems() { - ItemID; - SubItemID; + } void UEatableItems::Use(ATempCharacter* Character) @@ -21,15 +21,15 @@ void UEatableItems::Use(ATempCharacter* Character) { Character->Health += 10; UE_LOG(LogTemp, Display, TEXT("Healed")); + //delete itself + Character->Inventory->RemoveItem(this); + } if(isDamageBuffItem == true) { // need to add the damage buff functionality here UE_LOG(LogTemp, Display, TEXT("Damage Buffed")); - } - if(StoredItems) - { - StoredItems->Remove(this); + Character->Inventory->RemoveItem(this); } } diff --git a/Source/the_twilight_abyss/MerchantInteraction/Interaction.cpp b/Source/the_twilight_abyss/MerchantInteraction/Interaction.cpp index f295c82..071d2b5 100644 --- a/Source/the_twilight_abyss/MerchantInteraction/Interaction.cpp +++ b/Source/the_twilight_abyss/MerchantInteraction/Interaction.cpp @@ -3,8 +3,13 @@ #include "Interaction.h" +#include "NetworkMessage.h" +#include "Chaos/BoundingVolumeUtilities.h" +#include "Components/Button.h" +#include "GameFramework/Character.h" #include "Components/WidgetComponent.h" - +#include "Evaluation/MovieSceneCameraAnimTemplate.h" +#include "Kismet/KismetMathLibrary.h" // Sets default values @@ -25,18 +30,108 @@ void AInteraction::BeginPlay() void AInteraction::Tick(float DeltaTime) { Super::Tick(DeltaTime); - + } void AInteraction::OnInteract() { - CurrentWidget = CreateWidget(GetWorld(), Widget); - CurrentWidget->AddToViewport(0); + bDisableShopDialMove = true; + ShopDialogWidget = CreateWidget(GetWorld(), ShopDialog); + if (ShopDialogWidget == nullptr) + { + return; + } + else + { + ShopDialogWidget->AddToViewport(0); + } + //handles the widget disappearing from the viewport FTimerHandle WidgetTimer; GetWorldTimerManager().SetTimer(WidgetTimer, this, &AInteraction::RemoveWidget, WaitTimer, false); + } void AInteraction::RemoveWidget() { - CurrentWidget->RemoveFromViewport(); -} \ No newline at end of file + bisDisabled = true; + ShopDialogWidget->RemoveFromViewport(); + UE_LOG(LogTemp, Display, TEXT("setting isDisabled to true")); + ItemSelectorWidget = CreateWidget(GetWorld(), ItemSelector); + UProperty* Property = ItemSelectorWidget->GetClass()->FindPropertyByName("publicActor"); + if (Property == nullptr) + { + UE_LOG(LogTemp, Error, TEXT("Property not found")); + } + else + { + FObjectPropertyBase* ObjectProperty = static_cast(Property); + ObjectProperty->SetObjectPropertyValue(ObjectProperty->ContainerPtrToValuePtr(ItemSelectorWidget), this); + } + if (ItemSelectorWidget == nullptr) + { + return; + } + else + { + ItemSelectorWidget->AddToViewport(0); + bisDisabled = false; + } +} + +void AInteraction::CameraLeftMover() +{ + UE_LOG(LogTemp, Display, TEXT("Button Left is being pressed")); + TempCharacter = GetWorld()->GetFirstPlayerController()->GetCharacter(); + MainCamera = Cast(TempCharacter->FindComponentByClass()); + if (TempCharacter == nullptr) + { + UE_LOG(LogTemp, Display, TEXT("Character not found in Interaction.cpp")); + return; + } + else + { + UE_LOG(LogTemp, Display, TEXT("Character Found in interaction.cpp")); + if (MainCamera == nullptr) + { + UE_LOG(LogTemp, Display, TEXT("Camera not found in Interaction.cpp")); + return; + } + else + { + FVector TargetLocation = FVector(5700,-1270,4040); + FVector CameraLocation = MainCamera->GetComponentLocation(); + FRotator CameraRotation = UKismetMathLibrary::FindLookAtRotation(CameraLocation, TargetLocation); + MainCamera->SetWorldRotation(CameraRotation); + MainCamera->SetFieldOfView(40); + } + } +} + +void AInteraction::CameraRightMover() +{ + UE_LOG(LogTemp, Display, TEXT("Button Right is being pressed")); + TempCharacter = GetWorld()->GetFirstPlayerController()->GetCharacter(); + MainCamera = Cast(TempCharacter->FindComponentByClass()); + if (TempCharacter == nullptr) + { + UE_LOG(LogTemp, Display, TEXT("Character not found in Interaction.cpp")); + return; + } + else + { + UE_LOG(LogTemp, Display, TEXT("Character Found in interaction.cpp")); + if (MainCamera == nullptr) + { + UE_LOG(LogTemp, Display, TEXT("Camera not found in Interaction.cpp")); + return; + } + else + { + FVector TargetLocation = FVector(5260, -840, 4070); + FVector CameraLocation = MainCamera->GetComponentLocation(); + FRotator CameraRotation = UKismetMathLibrary::FindLookAtRotation(CameraLocation, TargetLocation); + MainCamera->SetWorldRotation(CameraRotation); + MainCamera->SetFieldOfView(40); + } + } +} diff --git a/Source/the_twilight_abyss/MerchantInteraction/Interaction.h b/Source/the_twilight_abyss/MerchantInteraction/Interaction.h index 64ddcbf..fb771a9 100644 --- a/Source/the_twilight_abyss/MerchantInteraction/Interaction.h +++ b/Source/the_twilight_abyss/MerchantInteraction/Interaction.h @@ -3,6 +3,7 @@ #pragma once #include "CoreMinimal.h" +#include "Camera/CameraComponent.h" #include "GameFramework/Actor.h" #include "Interaction.generated.h" @@ -24,13 +25,40 @@ public: virtual void Tick(float DeltaTime) override; UPROPERTY(EditAnywhere) - TSubclassOf Widget; + TSubclassOf ShopDialog; + + UPROPERTY(EditAnywhere) + TSubclassOf ItemSelector; virtual void OnInteract(); + virtual void RemoveWidget(); + UPROPERTY() - UUserWidget* CurrentWidget; + UUserWidget* ShopDialogWidget; + + UPROPERTY() + UUserWidget* ItemSelectorWidget; + UPROPERTY(EditAnywhere) float WaitTimer = 8.0f; + + UPROPERTY() + bool bisDisabled = false; + + UPROPERTY() + bool bDisableShopDialMove = false; + + UFUNCTION(BlueprintCallable, Category= "ButtonLeft") + virtual void CameraLeftMover(); + + UFUNCTION(BlueprintCallable, Category= "ButtonLeft") + virtual void CameraRightMover(); + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera") + UCameraComponent* MainCamera; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Player") + ACharacter* TempCharacter; }; diff --git a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp index e74b47a..50029de 100644 --- a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp +++ b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp @@ -64,11 +64,12 @@ void ATempCharacter::KeyPressed() // Line trace logic void ATempCharacter::LineTraceLogic() { + UE_LOG(LogTemp, Display, TEXT("LineTraceLogic activated")); float GlobalTrace = TraceDistance; FHitResult OutHit; - FVector Start = GetActorLocation(); - FVector End = Start + GlobalTrace * GetActorForwardVector(); - + ThisCamera = Cast(this->FindComponentByClass()); + FVector Start = ThisCamera->GetComponentLocation(); + FVector End = Start + GlobalTrace * ThisCamera->GetForwardVector(); FCollisionQueryParams TraceParams; TraceParams.AddIgnoredActor(this); @@ -77,13 +78,14 @@ void ATempCharacter::LineTraceLogic() if (bHit) { //we store the GetItem function from InventoryComponent into ItemArray variable - auto ItemArray = OutHit.GetActor()->FindComponentByClass()->GetItem(0); + if(OutHit.GetActor() == nullptr) { return; } if(OutHit.GetActor()->FindComponentByClass()) { + auto ItemArray = OutHit.GetActor()->FindComponentByClass()->GetItem(0); if(GoldBalance >= ItemArray->ItemCostPrice) { GoldBalance -= ItemArray->ItemCostPrice; @@ -95,15 +97,76 @@ void ATempCharacter::LineTraceLogic() UE_LOG(LogTemp, Display, TEXT("Not Enough Gold")); } } + // if the actor hit has the interaction component/script then it will activate the code + if (AInteraction* MyInteractable = Cast(OutHit.GetActor())) { 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()); + + // While loop to check bisDisabled var until it changes to true + while (MyInteractable->bisDisabled == false || MyInteractable->bDisableShopDialMove == false) + { + if (MyInteractable->bisDisabled == true || MyInteractable->bDisableShopDialMove == true) + { + InputDisabler(); + break; + } + } } } } +void ATempCharacter::InputDisabler() +{ + UE_LOG(LogTemp, Display, TEXT("Disabling playermovement")); + GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(true); + GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(true); + GetWorld()->GetFirstPlayerController()->bShowMouseCursor = true; + GetWorld()->GetFirstPlayerController()->bEnableClickEvents = true; + GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = true; + ThisCamera = Cast(this->FindComponentByClass()); + if (ThisCamera == nullptr) + { + return; + } + else + { + OriginalCameraLocation = ThisCamera->GetComponentLocation(); + OriginalCameraRotation = ThisCamera->GetComponentRotation(); + OriginalCameraFOV = ThisCamera->FieldOfView; + //ulog the originalcameralocation value + UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString()); + } +} + +void ATempCharacter::InputEnabler() +{ + UE_LOG(LogTemp, Display, TEXT("Enabling Inputs")); + GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(false); + GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(false); + GetWorld()->GetFirstPlayerController()->bShowMouseCursor = false; + GetWorld()->GetFirstPlayerController()->bEnableClickEvents = false; + GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = false; + TraceDistance = 300; + ThisCamera = Cast(this->FindComponentByClass()); + if (ThisCamera == nullptr) + { + return; + } + else + { + ThisCamera->SetWorldLocation(OriginalCameraLocation); + ThisCamera->SetWorldRotation(OriginalCameraRotation); + ThisCamera->FieldOfView = OriginalCameraFOV; + + //ulog the originalcameralocation value + UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString()); + } +} + void ATempCharacter::UseItem(class UBaseItem* Item) { if(Item) @@ -113,3 +176,13 @@ void ATempCharacter::UseItem(class UBaseItem* Item) } } +void ATempCharacter::BuyItem() +{ + UE_LOG(LogTemp, Display, TEXT("BUY ITEM FIRING")); + TraceDistance = 1000; + LineTraceLogic(); +} + + + + diff --git a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h index 972140d..66b27db 100644 --- a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h +++ b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h @@ -5,6 +5,9 @@ #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "the_twilight_abyss/BaseItems/Items/BaseItem.h" +#include "Camera/CameraComponent.h" +#include "Evaluation/MovieSceneCameraAnimTemplate.h" +#include "Kismet/KismetMathLibrary.h" #include "TempCharacter.generated.h" UCLASS() @@ -12,10 +15,6 @@ class THE_TWILIGHT_ABYSS_API ATempCharacter : public ACharacter { GENERATED_BODY() - //Player inventory - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true")) - class UInventoryComponent* Inventory; //Using the InventoryComponent class - public: // Sets default values for this character's properties ATempCharacter(); @@ -31,14 +30,18 @@ public: // Called every frame virtual void Tick(float DeltaTime) override; + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true")) + class UInventoryComponent* Inventory; //Using the InventoryComponent class + // Called to bind functionality to input virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; void KeyPressed(); UPROPERTY(EditAnyWhere) - float TraceDistance = 200; - + float TraceDistance = 300; + + void InputDisabler(); void LineTraceLogic(); UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Health") @@ -53,4 +56,20 @@ public: //Using the item in the inventory UFUNCTION(BlueprintCallable, Category= "Items") void UseItem(class UBaseItem* Item); // Overriding the BaseItem Class + + UFUNCTION(BlueprintCallable) + void InputEnabler(); + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera") + UCameraComponent* ThisCamera; + + FVector OriginalCameraLocation; + + FRotator OriginalCameraRotation; + + int OriginalCameraFOV; + + UFUNCTION(BlueprintCallable, Category= "Items") + void BuyItem(); + };