Added Jelly1 and ItemPurchaseComponent class

Jelly1 is the test item i am creating and i also added a health variable for the temp character
This commit is contained in:
MH261677 2022-11-14 15:53:50 +00:00
parent e070b32f0e
commit 7699a088ae
9 changed files with 116 additions and 91 deletions

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@ -22,6 +22,8 @@ protected:
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction) override;
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
int32 GoldBalance = 500;
};

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@ -35,7 +35,19 @@ public:
UPROPERTY(EditDefaultsOnly,BlueprintReadWrite, Category = "Item")
FText ItemDescription;
//The cost of the item
UPROPERTY(EditDefaultsOnly,BlueprintReadWrite, Category = "Item")
int32 ItemCostPrice;
//ADD A HEALING ITEM VALUE?
//reference to the UInventoryComponent script
UPROPERTY()
class UInventoryComponent* StoredItems;
//The buy class to purchase the item
virtual void Buy(class UItemPurchaseComponent* PurchaseItem) PURE_VIRTUAL(UBaseItem);
//The use Item class to use the item in the player Inventory
virtual void Use(class ATempCharacter* Character) PURE_VIRTUAL(UBaseItem);
};

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@ -0,0 +1,14 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Jelly1.h"
void UJelly1::Buy(UItemPurchaseComponent* PurchaseItem)
{
Super::Buy(PurchaseItem);
}
void UJelly1::Use(ATempCharacter* Character)
{
Super::Use(Character);
}

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@ -0,0 +1,21 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "BaseItem.h"
#include "Jelly1.generated.h"
/**
*
*/
UCLASS()
class THE_TWILIGHT_ABYSS_API UJelly1 : public UBaseItem
{
GENERATED_BODY()
protected:
virtual void Buy(class UItemPurchaseComponent* PurchaseItem) override;
virtual void Use(class ATempCharacter* Character) override;
};

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@ -0,0 +1,35 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "ItemPurchaseComponent.h"
// Sets default values for this component's properties
UItemPurchaseComponent::UItemPurchaseComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UItemPurchaseComponent::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UItemPurchaseComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}

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@ -0,0 +1,26 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "ItemPurchaseComponent.generated.h"
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class THE_TWILIGHT_ABYSS_API UItemPurchaseComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UItemPurchaseComponent();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};

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@ -20,7 +20,7 @@ ATempCharacter::ATempCharacter()
void ATempCharacter::BeginPlay()
{
Super::BeginPlay();
Health = 100;
}
//Binds the input we made in the setup player component to the forward vector
@ -28,7 +28,6 @@ void ATempCharacter::ForwardInput(float Axis)
{
AddMovementInput(GetActorForwardVector() * Axis);
}
//Binds the input we made in the setup player component to the right vector
void ATempCharacter::RightMoveInput(float Axis)
{

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@ -1,87 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "TempCharacter.h"
#include "UObject/SoftObjectPath.h"
#include "Dialogs/Dialogs.h"
#include "Engine/GameViewportClient.h"
#include "Blueprint/UserWidget.h"
#include "../../../Plugins/Developer/RiderLink/Source/RD/thirdparty/clsocket/src/ActiveSocket.h"
#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
// CONSTRUCTOR
ATempCharacter::ATempCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ATempCharacter::BeginPlay()
{
Super::BeginPlay();
}
//Binds the input we made in the setup player component to the forward vector
void ATempCharacter::ForwardInput(float Axis)
{
AddMovementInput(GetActorForwardVector() * Axis);
}
//Binds the input we made in the setup player component to the right vector
void ATempCharacter::RightMoveInput(float Axis)
{
AddMovementInput(GetActorRightVector() * Axis);
}
// Called every frame
void ATempCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis(TEXT("Move Forward / Backward"), this, &ATempCharacter::ForwardInput);
PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput);
PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput);
PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
// custom keybind Interact
}
void ATempCharacter::KeyPressed()
{
LineTraceLogic();
}
void ATempCharacter::LineTraceLogic()
{
float GlobalTrace = TraceDistance;
FHitResult OutHit;
FVector Start = GetActorLocation();
FVector End = Start + GlobalTrace * GetActorForwardVector();
FCollisionQueryParams TraceParams;
TraceParams.AddIgnoredActor(this);
bool bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
if (bHit)
{
if(OutHit.GetActor() == nullptr)
{
return;
}
if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
{
DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
MyInteractable->OnInteract();
UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
}
}
}

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@ -35,4 +35,7 @@ public:
float TraceDistance = 200;
void LineTraceLogic();
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category= "Health")
float Health;
};