Updated EatableItems

Seperated Items into functional sub-variables that do other stuff instead of just healing the player no matte the item you make
This commit is contained in:
MH261677 2022-11-23 00:56:33 +00:00
parent 783e13075c
commit 7140faf22b

View File

@ -16,14 +16,26 @@ void UEatableItems::Use(ATempCharacter* Character)
{
if(Character)
{
Character->Health += 10;
if(isHealingItem == true)
{
Character->Health += 10;
UE_LOG(LogTemp, Display, TEXT("Healed"));
}
if(isDamageBuffItem == true)
{
// need to add the damage buff functionality here
UE_LOG(LogTemp, Display, TEXT("Damage Buffed"));
}
if(StoredItems)
{
StoredItems->Remove(this);
}
}
/*
when player uses the item syrengine to debuff enemies
detect what enemie actors the player is fighting with
lower their damage by a value.
*/
}
// IF THE ITEM HAS THE TAG THEN HEAL OR IF IT HAS OTHER TAG DO SOMETHING ELSE