Merge pull request #34 from Games-Academy-Student-Work-22-23/merchant-polish
Merchant polish
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								Content/Blueprints/Merchant/Merchant_UI/BP_OPENDIAL.uasset
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							@ -76,7 +76,7 @@ public:
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	class UInventoryComponent* StoredItems;
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	//The buy class to purchase the item
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	virtual void Buy(class ATempCharacter* PurchaseItem) PURE_VIRTUAL(UBaseItem); // WILL SET THIS UP LATER
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	virtual void Buy(class ATempCharacter* BuyItem) PURE_VIRTUAL(UBaseItem); // WILL SET THIS UP LATER
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	//The use Item class to use the item in the player Inventory
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	virtual void Use(class ATempCharacter* Character);
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@ -25,8 +25,8 @@ void AInteraction::BeginPlay()
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	Super::BeginPlay();
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	//Character & Camera refs
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	if (TempCharacterRef != nullptr) TempCharacterRef = Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetCharacter());
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	if (MainCamera != nullptr) MainCamera = Cast<UCameraComponent>(TempCharacterRef->FindComponentByClass<UCameraComponent>());
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	TempCharacterRef = Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetCharacter());
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	MainCamera = Cast<UCameraComponent>(TempCharacterRef->FindComponentByClass<UCameraComponent>());
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	//Item refs
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	TargetHealingLocation = HealingItem->GetActorLocation();
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@ -129,8 +129,15 @@ void AInteraction::CameraLeftMover()
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{
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	UE_LOG(LogTemp, Display, TEXT("Button Left is being pressed"));
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	if (TempCharacterRef == nullptr || BuyHealingProperty == nullptr)
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	{
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		if (TempCharacterRef == nullptr)
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		{
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			UE_LOG(LogTemp, Display, TEXT("Character not found in Interaction.cpp"));
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		}
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		else if (BuyHealingProperty == nullptr)
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		{
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			UE_LOG(LogTemp, Display, TEXT("HealingItem Not Found"));
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		}
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		return;
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	}
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	else
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@ -271,8 +271,14 @@ void ATempCharacter::UseItem(class UBaseItem* Item)
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void ATempCharacter::BuyItem(AActor* Item)
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{
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	UE_LOG(LogTemp, Display, TEXT("Hit Merchant"));
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	auto ItemArray = Item->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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	if (Item == nullptr)
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	{
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		UE_LOG(LogTemp, Display, TEXT("Item is null"));
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		return;
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	}
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	else
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	{
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		UBaseItem* ItemArray = Item->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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		if (GoldBalance <= 0)
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		{
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			UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
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@ -283,7 +289,9 @@ void ATempCharacter::BuyItem(AActor* Item)
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			Inventory->AddItem(ItemArray);
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			UE_LOG(LogTemp, Display, TEXT("Item Purchased"));
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		}
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	// UE_LOG(LogTemp, Display, TEXT("BUY ITEM FIRING"));
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	// TraceDistance = 1000;
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	// LineTraceLogic();
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		UE_LOG(LogTemp, Display, TEXT("BUY ITEM FIRING"));
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		TraceDistance = 1000;
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		LineTraceLogic();
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	}
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}
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