Merge remote-tracking branch 'origin/merchant-system-v4' into Turn-Based-Combat
# Conflicts: # Content/Blueprints/Combat_UI/CombatCharacter.uasset
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						7e81387247
					
				
							
								
								
									
										
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								Content/Blueprints/Merchant/Merchant_UI/BP_OPENDIAL.uasset
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								Content/Blueprints/Merchant/Merchant_UI/BP_ShopSelector.uasset
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								Content/Blueprints/Merchant/Merchant_UI/WBP_BuyBuff.uasset
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								Content/Blueprints/Merchant/Merchant_UI/WBP_BuyHealing.uasset
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								Content/Blueprints/Player/BP_MyTempCharacter.uasset
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								Content/Levels/MerchantPrototype.umap
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							@ -9,6 +9,7 @@
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		||||
#include "GameFramework/Character.h"
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		||||
#include "Components/WidgetComponent.h"
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		||||
#include "Kismet/KismetMathLibrary.h"
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		||||
#include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
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		||||
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		||||
 | 
			
		||||
// Sets default values
 | 
			
		||||
@ -23,6 +24,40 @@ void AInteraction::BeginPlay()
 | 
			
		||||
{
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		||||
	Super::BeginPlay();
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		||||
	
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		||||
	//Character & Camera refs
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		||||
	TempCharacterRef = Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetCharacter());
 | 
			
		||||
	MainCamera = Cast<UCameraComponent>(TempCharacterRef->FindComponentByClass<UCameraComponent>());
 | 
			
		||||
	//Item refs
 | 
			
		||||
	
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		||||
	TargetHealingLocation = HealingItem->GetActorLocation();
 | 
			
		||||
	TargetBuffLocation = BuffItem->GetActorLocation();
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		||||
 | 
			
		||||
	// Dialog refs
 | 
			
		||||
	
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		||||
	ShopDialogWidget = CreateWidget<UUserWidget>(GetWorld(), ShopDialog);
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	ShopDialogWidget->SetVisibility(ESlateVisibility::Hidden);
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		||||
	ShopDialogWidget->AddToViewport();
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		||||
 | 
			
		||||
	//Item Selector refs
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		||||
	ItemSelectorWidget = CreateWidget<UUserWidget>(GetWorld(), ItemSelector);
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		||||
	ItemSelectorWidget->SetVisibility(ESlateVisibility::Hidden);
 | 
			
		||||
	ItemSelectorWidget->AddToViewport();
 | 
			
		||||
	//We are getting the property of interaction since we need a reference for when we cast in BP and we need the reference to be self
 | 
			
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	Property = ItemSelectorWidget->GetClass()->FindPropertyByName("publicActor");
 | 
			
		||||
 | 
			
		||||
	//Confirm Buy refs
 | 
			
		||||
	BuyBuffTextWidget = CreateWidget<UUserWidget>(GetWorld(), BuyBuffText);
 | 
			
		||||
	BuyBuffTextWidget->SetVisibility(ESlateVisibility::Hidden);
 | 
			
		||||
	BuyBuffTextWidget->AddToViewport();
 | 
			
		||||
	//We are getting the property of interaction since we need a reference for when we cast in BP and we need the reference to be self
 | 
			
		||||
	BuyBuffProperty = BuyBuffTextWidget->GetClass()->FindPropertyByName("publicActor");
 | 
			
		||||
	
 | 
			
		||||
	BuyHealingTextWidget = CreateWidget<UUserWidget>(GetWorld(), BuyHealingText);
 | 
			
		||||
	BuyHealingTextWidget->SetVisibility(ESlateVisibility::Hidden);
 | 
			
		||||
	BuyHealingTextWidget->AddToViewport();
 | 
			
		||||
	//We are getting the property of interaction since we need a reference for when we cast in BP and we need the reference to be self
 | 
			
		||||
	BuyHealingProperty = BuyHealingTextWidget->GetClass()->FindPropertyByName("publicActor");
 | 
			
		||||
	
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Called every frame
 | 
			
		||||
@ -35,14 +70,17 @@ void AInteraction::Tick(float DeltaTime)
 | 
			
		||||
void AInteraction::OnInteract()
 | 
			
		||||
{
 | 
			
		||||
	bDisableShopDialMove = true;
 | 
			
		||||
	ShopDialogWidget = CreateWidget<UUserWidget>(GetWorld(), ShopDialog);
 | 
			
		||||
	if (ShopDialogWidget == nullptr)
 | 
			
		||||
	{
 | 
			
		||||
		UE_LOG(LogTemp, Display, TEXT("ShopDialogWidget is null"));
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		ShopDialogWidget->AddToViewport(0);
 | 
			
		||||
		//Shop Widget to visible
 | 
			
		||||
		ShopDialogWidget->SetVisibility(ESlateVisibility::Visible);
 | 
			
		||||
		//Call a custom event in a blueprint called "PlayText"
 | 
			
		||||
		ShopDialogWidget->CallFunctionByNameWithArguments(TEXT("PlayText"), *GLog, nullptr, true);
 | 
			
		||||
	}
 | 
			
		||||
	//handles the widget disappearing from the viewport
 | 
			
		||||
	FTimerHandle WidgetTimer;
 | 
			
		||||
@ -53,13 +91,22 @@ void AInteraction::OnInteract()
 | 
			
		||||
void AInteraction::RemoveWidget()
 | 
			
		||||
{
 | 
			
		||||
	bisDisabled = true;
 | 
			
		||||
	ShopDialogWidget->RemoveFromViewport();
 | 
			
		||||
	//Setting ShopWidgetText back to hidden
 | 
			
		||||
	ShopDialogWidget->SetVisibility(ESlateVisibility::Hidden);
 | 
			
		||||
	if (ShopDialogWidget->IsVisible())
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		UE_LOG(LogTemp, Display, TEXT("You cant open this widget when this widget is open"));
 | 
			
		||||
	}
 | 
			
		||||
	UE_LOG(LogTemp, Display, TEXT("setting isDisabled to true"));
 | 
			
		||||
	ItemSelectorWidget = CreateWidget<UUserWidget>(GetWorld(), ItemSelector);
 | 
			
		||||
	FProperty* Property = ItemSelectorWidget->GetClass()->FindPropertyByName("publicActor");
 | 
			
		||||
	
 | 
			
		||||
	if (Property == nullptr)
 | 
			
		||||
	{
 | 
			
		||||
		UE_LOG(LogTemp, Error, TEXT("Property not found"));
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
@ -72,7 +119,7 @@ void AInteraction::RemoveWidget()
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		ItemSelectorWidget->AddToViewport(0);
 | 
			
		||||
		ItemSelectorWidget->SetVisibility(ESlateVisibility::Visible);
 | 
			
		||||
		bisDisabled = false;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
@ -80,9 +127,7 @@ void AInteraction::RemoveWidget()
 | 
			
		||||
void AInteraction::CameraLeftMover()
 | 
			
		||||
{
 | 
			
		||||
	UE_LOG(LogTemp, Display, TEXT("Button Left is being pressed"));
 | 
			
		||||
	TempCharacter = GetWorld()->GetFirstPlayerController()->GetCharacter();
 | 
			
		||||
	MainCamera = Cast<UCameraComponent>(TempCharacter->FindComponentByClass<UCameraComponent>());
 | 
			
		||||
	if (TempCharacter == nullptr)
 | 
			
		||||
	if (TempCharacterRef == nullptr || BuyHealingProperty == nullptr)
 | 
			
		||||
	{
 | 
			
		||||
		UE_LOG(LogTemp, Display, TEXT("Character not found in Interaction.cpp"));
 | 
			
		||||
		return;
 | 
			
		||||
@ -90,18 +135,21 @@ void AInteraction::CameraLeftMover()
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		UE_LOG(LogTemp, Display, TEXT("Character Found in interaction.cpp"));
 | 
			
		||||
		if (MainCamera == nullptr)
 | 
			
		||||
		if (MainCamera == nullptr || HealingItem == nullptr)
 | 
			
		||||
		{
 | 
			
		||||
			UE_LOG(LogTemp, Display, TEXT("Camera not found in Interaction.cpp"));
 | 
			
		||||
			return;
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			FVector TargetLocation = FVector(5700,-1270,4040);
 | 
			
		||||
			FVector CameraLocation = MainCamera->GetComponentLocation();
 | 
			
		||||
			FRotator CameraRotation = UKismetMathLibrary::FindLookAtRotation(CameraLocation, TargetLocation);
 | 
			
		||||
			FObjectPropertyBase* ObjectProperty = static_cast<FObjectPropertyBase*>(BuyHealingProperty);
 | 
			
		||||
			ObjectProperty->SetObjectPropertyValue(ObjectProperty->ContainerPtrToValuePtr<void>(BuyHealingTextWidget), this);
 | 
			
		||||
			
 | 
			
		||||
			CameraLocation = MainCamera->GetComponentLocation();
 | 
			
		||||
			FRotator CameraRotation = UKismetMathLibrary::FindLookAtRotation(CameraLocation, TargetHealingLocation);
 | 
			
		||||
			MainCamera->SetWorldRotation(CameraRotation);
 | 
			
		||||
			MainCamera->SetFieldOfView(40);
 | 
			
		||||
			BuyHealingTextWidget->SetVisibility(ESlateVisibility::Visible);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
@ -109,9 +157,7 @@ void AInteraction::CameraLeftMover()
 | 
			
		||||
void AInteraction::CameraRightMover()
 | 
			
		||||
{
 | 
			
		||||
	UE_LOG(LogTemp, Display, TEXT("Button Right is being pressed"));
 | 
			
		||||
	TempCharacter = GetWorld()->GetFirstPlayerController()->GetCharacter();
 | 
			
		||||
	MainCamera = Cast<UCameraComponent>(TempCharacter->FindComponentByClass<UCameraComponent>());
 | 
			
		||||
	if (TempCharacter == nullptr)
 | 
			
		||||
	if (TempCharacterRef == nullptr || BuyBuffProperty == nullptr)
 | 
			
		||||
	{
 | 
			
		||||
		UE_LOG(LogTemp, Display, TEXT("Character not found in Interaction.cpp"));
 | 
			
		||||
		return;
 | 
			
		||||
@ -119,18 +165,45 @@ void AInteraction::CameraRightMover()
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		UE_LOG(LogTemp, Display, TEXT("Character Found in interaction.cpp"));
 | 
			
		||||
		if (MainCamera == nullptr)
 | 
			
		||||
		if (MainCamera == nullptr || BuffItem == nullptr)
 | 
			
		||||
		{
 | 
			
		||||
			UE_LOG(LogTemp, Display, TEXT("Camera not found in Interaction.cpp"));
 | 
			
		||||
			return;
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			FVector TargetLocation = FVector(5260, -840, 4070);
 | 
			
		||||
			FVector CameraLocation = MainCamera->GetComponentLocation();
 | 
			
		||||
			FRotator CameraRotation = UKismetMathLibrary::FindLookAtRotation(CameraLocation, TargetLocation);
 | 
			
		||||
			FObjectPropertyBase* ObjectProperty = static_cast<FObjectPropertyBase*>(BuyBuffProperty);
 | 
			
		||||
			ObjectProperty->SetObjectPropertyValue(ObjectProperty->ContainerPtrToValuePtr<void>(BuyBuffTextWidget), this);
 | 
			
		||||
			
 | 
			
		||||
			CameraLocation = MainCamera->GetComponentLocation();
 | 
			
		||||
			FRotator CameraRotation = UKismetMathLibrary::FindLookAtRotation(CameraLocation, TargetBuffLocation);
 | 
			
		||||
			MainCamera->SetWorldRotation(CameraRotation);
 | 
			
		||||
			MainCamera->SetFieldOfView(40);
 | 
			
		||||
			BuyBuffTextWidget->SetVisibility(ESlateVisibility::Visible);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AInteraction::CancelPurchase()
 | 
			
		||||
{
 | 
			
		||||
	BuyBuffTextWidget->SetVisibility(ESlateVisibility::Hidden);
 | 
			
		||||
	BuyHealingTextWidget->SetVisibility(ESlateVisibility::Hidden);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AInteraction::ExitScreen()
 | 
			
		||||
{
 | 
			
		||||
	if (TempCharacterRef == nullptr)
 | 
			
		||||
	{
 | 
			
		||||
		UE_LOG(LogTemp, Display, TEXT("TempCharacterRef in Interaction.cpp not found"));
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		TempCharacterRef->InputEnabler();
 | 
			
		||||
		ItemSelectorWidget->SetVisibility(ESlateVisibility::Hidden);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -5,6 +5,7 @@
 | 
			
		||||
#include "CoreMinimal.h"
 | 
			
		||||
#include "Camera/CameraComponent.h"
 | 
			
		||||
#include "GameFramework/Actor.h"
 | 
			
		||||
#include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
 | 
			
		||||
#include "Interaction.generated.h"
 | 
			
		||||
 | 
			
		||||
UCLASS()
 | 
			
		||||
@ -24,12 +25,18 @@ public:
 | 
			
		||||
	// Called every frame
 | 
			
		||||
	virtual void Tick(float DeltaTime) override;
 | 
			
		||||
	
 | 
			
		||||
	UPROPERTY(EditAnywhere)
 | 
			
		||||
	UPROPERTY(EditAnywhere, Category= "Widgets")
 | 
			
		||||
	TSubclassOf<UUserWidget> ShopDialog;
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(EditAnywhere)
 | 
			
		||||
	UPROPERTY(EditAnywhere, Category= "Widgets")
 | 
			
		||||
	TSubclassOf<UUserWidget> ItemSelector;
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(EditAnywhere, Category = "Widgets")
 | 
			
		||||
	TSubclassOf<UUserWidget> BuyBuffText;
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(EditAnywhere, Category = "Widgets")
 | 
			
		||||
	TSubclassOf<UUserWidget> BuyHealingText;
 | 
			
		||||
 | 
			
		||||
	virtual void OnInteract();
 | 
			
		||||
	
 | 
			
		||||
	virtual void RemoveWidget();
 | 
			
		||||
@ -40,7 +47,13 @@ public:
 | 
			
		||||
	UPROPERTY()
 | 
			
		||||
	UUserWidget* ItemSelectorWidget;
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(EditAnywhere)
 | 
			
		||||
	UPROPERTY()
 | 
			
		||||
	UUserWidget* BuyBuffTextWidget;
 | 
			
		||||
	
 | 
			
		||||
	UPROPERTY()
 | 
			
		||||
	UUserWidget* BuyHealingTextWidget;
 | 
			
		||||
	
 | 
			
		||||
	UPROPERTY(EditAnywhere, Category= "Widgets")
 | 
			
		||||
	float WaitTimer = 8.0f;
 | 
			
		||||
 | 
			
		||||
	UPROPERTY()
 | 
			
		||||
@ -49,6 +62,7 @@ public:
 | 
			
		||||
	UPROPERTY()
 | 
			
		||||
	bool bDisableShopDialMove = false;
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
	UFUNCTION(BlueprintCallable, Category= "ButtonLeft")
 | 
			
		||||
	virtual void CameraLeftMover();
 | 
			
		||||
 | 
			
		||||
@ -58,7 +72,29 @@ public:
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
 | 
			
		||||
	UCameraComponent* MainCamera;
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Player")
 | 
			
		||||
	ACharacter* TempCharacter;
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Items")
 | 
			
		||||
	AActor* HealingItem;
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Items")
 | 
			
		||||
	AActor* BuffItem;
 | 
			
		||||
 | 
			
		||||
	UFUNCTION(BlueprintCallable, Category = "ConfirmButtons")
 | 
			
		||||
	virtual void CancelPurchase();
 | 
			
		||||
 | 
			
		||||
	UFUNCTION(BlueprintCallable, Category = "ConfirmButtons")
 | 
			
		||||
	virtual void ExitScreen();
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(EditAnywhere, Category = "Player")
 | 
			
		||||
	ATempCharacter* TempCharacterRef;
 | 
			
		||||
	
 | 
			
		||||
private:
 | 
			
		||||
	
 | 
			
		||||
	FVector TargetHealingLocation;
 | 
			
		||||
	FVector TargetBuffLocation;
 | 
			
		||||
	FVector CameraLocation;
 | 
			
		||||
 | 
			
		||||
	FProperty* Property;
 | 
			
		||||
	FProperty* BuyBuffProperty;
 | 
			
		||||
	FProperty* BuyHealingProperty;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -100,6 +100,21 @@ void ATempCharacter::LineTraceLogic()
 | 
			
		||||
		// if the actor hit has the interaction component/script then it will activate the code
 | 
			
		||||
		
 | 
			
		||||
		if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
 | 
			
		||||
		{
 | 
			
		||||
			if (MyInteractable->ShopDialogWidget->IsVisible())
 | 
			
		||||
			{
 | 
			
		||||
				UE_LOG(LogTemp, Display, TEXT("ShopKeeper text is visible"));
 | 
			
		||||
				bShopKeeperText = true;
 | 
			
		||||
				return;
 | 
			
		||||
			}
 | 
			
		||||
			//if there is no text on screen this triggers
 | 
			
		||||
			else
 | 
			
		||||
			{
 | 
			
		||||
				if (MyInteractable->ItemSelectorWidget->IsVisible())
 | 
			
		||||
				{
 | 
			
		||||
					return;
 | 
			
		||||
				}
 | 
			
		||||
				else
 | 
			
		||||
				{
 | 
			
		||||
					DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
 | 
			
		||||
					MyInteractable->OnInteract();
 | 
			
		||||
@ -117,11 +132,14 @@ void ATempCharacter::LineTraceLogic()
 | 
			
		||||
					}
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ATempCharacter::InputDisabler()
 | 
			
		||||
{
 | 
			
		||||
	UE_LOG(LogTemp, Display, TEXT("Disabling playermovement"));
 | 
			
		||||
	//GetWorld()->GetFirstPlayerController()->InputComponent->RemoveActionBinding("Interact", IE_Pressed);
 | 
			
		||||
	GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(true);
 | 
			
		||||
	GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(true);
 | 
			
		||||
	GetWorld()->GetFirstPlayerController()->bShowMouseCursor = true;
 | 
			
		||||
@ -150,6 +168,7 @@ void ATempCharacter::InputEnabler()
 | 
			
		||||
	GetWorld()->GetFirstPlayerController()->bShowMouseCursor = false;
 | 
			
		||||
	GetWorld()->GetFirstPlayerController()->bEnableClickEvents = false;
 | 
			
		||||
	GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = false;
 | 
			
		||||
	//GetWorld()->GetFirstPlayerController()->InputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
 | 
			
		||||
	TraceDistance = 300;
 | 
			
		||||
	ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
 | 
			
		||||
	if (ThisCamera == nullptr)
 | 
			
		||||
@ -161,7 +180,6 @@ void ATempCharacter::InputEnabler()
 | 
			
		||||
		ThisCamera->SetWorldLocation(OriginalCameraLocation);
 | 
			
		||||
		ThisCamera->SetWorldRotation(OriginalCameraRotation);
 | 
			
		||||
		ThisCamera->FieldOfView = OriginalCameraFOV;
 | 
			
		||||
		
 | 
			
		||||
		//ulog the originalcameralocation value
 | 
			
		||||
		UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
@ -32,6 +32,9 @@ public:
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true"))
 | 
			
		||||
	class UInventoryComponent* Inventory; //Using the InventoryComponent class
 | 
			
		||||
	
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
 | 
			
		||||
	UUserWidget* ItemSelectorWidget;
 | 
			
		||||
	
 | 
			
		||||
	// Called to bind functionality to input
 | 
			
		||||
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
 | 
			
		||||
	
 | 
			
		||||
@ -43,6 +46,8 @@ public:
 | 
			
		||||
	void InputDisabler();
 | 
			
		||||
	void LineTraceLogic();
 | 
			
		||||
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Health")
 | 
			
		||||
	float Health;
 | 
			
		||||
 | 
			
		||||
@ -71,4 +76,6 @@ public:
 | 
			
		||||
	UFUNCTION(BlueprintCallable, Category= "Items")
 | 
			
		||||
	void BuyItem();
 | 
			
		||||
 | 
			
		||||
	bool bShopKeeperText = false;
 | 
			
		||||
	
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
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