Updated TempCharacter, WBPHealth

Made the health and gold variables for the character blueprintable to start implimenting them into basic UI for visual representation.
This commit is contained in:
MH261677 2022-11-19 20:08:00 +00:00
parent e64b4057ac
commit 49a24325ea
3 changed files with 6 additions and 4 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 sha256:2d7ccaf051f8d3706e6e480f5aebd22ad5a2a2ea15da6a2002f35e130ac89ae3 oid sha256:19c69f36533921dc7c6c9bf55bb290288d4878ab2c71f5af7f9bdba8a7aafab3
size 35883 size 28410

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@ -16,6 +16,8 @@ ATempCharacter::ATempCharacter()
PrimaryActorTick.bCanEverTick = true; PrimaryActorTick.bCanEverTick = true;
Inventory = CreateDefaultSubobject<UInventoryComponent>("Inventory"); Inventory = CreateDefaultSubobject<UInventoryComponent>("Inventory");
Inventory->MaxItemSlots = 10; Inventory->MaxItemSlots = 10;
GoldBalance = GoldBalance;
Health = Health;
} }
// Called when the game starts or when spawned // Called when the game starts or when spawned

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@ -41,10 +41,10 @@ public:
void LineTraceLogic(); void LineTraceLogic();
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category= "Health") UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Health")
float Health; float Health;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category= "Gold") UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Gold")
int GoldBalance; int GoldBalance;
//Using the item in the inventory //Using the item in the inventory