Merge pull request #34 from Games-Academy-Student-Work-22-23/merchant-polish
Merchant polish
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							| @ -76,7 +76,7 @@ public: | ||||
| 	class UInventoryComponent* StoredItems; | ||||
| 
 | ||||
| 	//The buy class to purchase the item
 | ||||
| 	virtual void Buy(class ATempCharacter* PurchaseItem) PURE_VIRTUAL(UBaseItem); // WILL SET THIS UP LATER
 | ||||
| 	virtual void Buy(class ATempCharacter* BuyItem) PURE_VIRTUAL(UBaseItem); // WILL SET THIS UP LATER
 | ||||
| 
 | ||||
| 	//The use Item class to use the item in the player Inventory
 | ||||
| 	virtual void Use(class ATempCharacter* Character); | ||||
|  | ||||
| @ -25,8 +25,8 @@ void AInteraction::BeginPlay() | ||||
| 	Super::BeginPlay(); | ||||
| 	 | ||||
| 	//Character & Camera refs
 | ||||
| 	if (TempCharacterRef != nullptr) TempCharacterRef = Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetCharacter()); | ||||
| 	if (MainCamera != nullptr) MainCamera = Cast<UCameraComponent>(TempCharacterRef->FindComponentByClass<UCameraComponent>()); | ||||
| 	TempCharacterRef = Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetCharacter()); | ||||
| 	MainCamera = Cast<UCameraComponent>(TempCharacterRef->FindComponentByClass<UCameraComponent>()); | ||||
| 	//Item refs
 | ||||
| 	 | ||||
| 	TargetHealingLocation = HealingItem->GetActorLocation(); | ||||
| @ -130,7 +130,14 @@ void AInteraction::CameraLeftMover() | ||||
| 	UE_LOG(LogTemp, Display, TEXT("Button Left is being pressed")); | ||||
| 	if (TempCharacterRef == nullptr || BuyHealingProperty == nullptr) | ||||
| 	{ | ||||
| 		UE_LOG(LogTemp, Display, TEXT("Character not found in Interaction.cpp")); | ||||
| 		if (TempCharacterRef == nullptr) | ||||
| 		{ | ||||
| 			UE_LOG(LogTemp, Display, TEXT("Character not found in Interaction.cpp")); | ||||
| 		} | ||||
| 		else if (BuyHealingProperty == nullptr) | ||||
| 		{ | ||||
| 			UE_LOG(LogTemp, Display, TEXT("HealingItem Not Found")); | ||||
| 		} | ||||
| 		return; | ||||
| 	} | ||||
| 	else | ||||
|  | ||||
| @ -271,19 +271,27 @@ void ATempCharacter::UseItem(class UBaseItem* Item) | ||||
| 
 | ||||
| void ATempCharacter::BuyItem(AActor* Item) | ||||
| { | ||||
| 	UE_LOG(LogTemp, Display, TEXT("Hit Merchant")); | ||||
| 	auto ItemArray = Item->FindComponentByClass<UInventoryComponent>()->GetItem(0); | ||||
| 	if (GoldBalance <= 0) | ||||
| 	if (Item == nullptr) | ||||
| 	{ | ||||
| 		UE_LOG(LogTemp, Display, TEXT("Not Enough Gold")); | ||||
| 		UE_LOG(LogTemp, Display, TEXT("Item is null")); | ||||
| 		return; | ||||
| 	} | ||||
| 	else if (GoldBalance >= ItemArray->ItemCostPrice) | ||||
| 	else | ||||
| 	{ | ||||
| 		GoldBalance -= ItemArray->ItemCostPrice; | ||||
| 		Inventory->AddItem(ItemArray); | ||||
| 		UE_LOG(LogTemp, Display, TEXT("Item Purchased")); | ||||
| 		UBaseItem* 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(); | ||||
| 	} | ||||
| 	// UE_LOG(LogTemp, Display, TEXT("BUY ITEM FIRING"));
 | ||||
| 	// TraceDistance = 1000;
 | ||||
| 	// LineTraceLogic();
 | ||||
| 	 | ||||
| } | ||||
|  | ||||
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