Merge branch 'merchant-system' into Turn-Base-System-V2
# Conflicts: # Config/DefaultEngine.ini # Content/Blueprints/Combat_UI/CombatCharacter.uasset # Content/Merchant/BP_MerchantGameMode.uasset
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Content/Blueprints/BP_CrossHair.uasset
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Content/Blueprints/BP_HealingJellyItem.uasset
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Content/Blueprints/BP_Interaction.uasset
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Content/Blueprints/BP_MyTempCharacter.uasset
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Content/Blueprints/Display_UI/BP_CrossHair.uasset
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Content/Blueprints/Display_UI/BP_CrossHair.uasset
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Content/Blueprints/Display_UI/WBP_Health.uasset
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Content/Blueprints/Display_UI/WBP_Health.uasset
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Content/Blueprints/Inventory_UI/WBP_ItemDisplay.uasset
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Content/Blueprints/Inventory_UI/WBP_ItemDisplay.uasset
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Content/Blueprints/Inventory_UI/WBP_PlayerInventory.uasset
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Content/Blueprints/Inventory_UI/WBP_PlayerInventory.uasset
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Content/Blueprints/Items/BP_BuffJelly.uasset
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Content/Blueprints/Items/BP_BuffPlacedItem.uasset
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Content/Blueprints/Items/BP_BuffPlacedItem.uasset
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Content/Blueprints/Items/BP_HealingJelly.uasset
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Content/Blueprints/Items/BP_HealingJelly.uasset
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Content/Blueprints/Items/ItemsInWorld/BP_BuffPlacedItem.uasset
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Content/Blueprints/Items/ItemsInWorld/BP_BuffPlacedItem.uasset
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Content/Blueprints/Items/ItemsInWorld/BP_HealingJellyItem.uasset
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Content/Blueprints/Items/ItemsInWorld/BP_HealingJellyItem.uasset
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Content/Blueprints/Merchant/BP_Interaction.uasset
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Content/Blueprints/Merchant/BP_Interaction.uasset
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Content/Blueprints/Merchant/BP_MerchantGameMode.uasset
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Content/Blueprints/Merchant/BP_MerchantGameMode.uasset
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Content/Blueprints/Merchant/Merchant_Blueprint.uasset
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Content/Blueprints/Merchant/Merchant_Blueprint.uasset
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Content/Blueprints/Merchant/Merchant_UI/BP_OPENDIAL.uasset
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Content/Blueprints/Merchant/Merchant_UI/BP_OPENDIAL.uasset
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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Content/Blueprints/WBP_ItemDisplay.uasset
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Content/Blueprints/WBP_ItemDisplay.uasset
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Content/Blueprints/WBP_PlayerInventory.uasset
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Content/Blueprints/WBP_PlayerInventory.uasset
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Content/Blueprints/WBP_Shop.uasset
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Content/Blueprints/WBP_Shop.uasset
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Content/Levels/MerchantPrototype.umap
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Content/Levels/MerchantPrototype.umap
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Content/Merchant/BP_OPENDIAL.uasset
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Content/Merchant_Blueprint.uasset
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@ -22,39 +22,60 @@ void UInventoryComponent::BeginPlay()
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{
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Super::BeginPlay();
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//activates the AddItem function for every DefaultItem that inherits BaseItem
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for(auto & BaseItem : DefaultItems)
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{
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AddItem(BaseItem);
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}
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}
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}
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}
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bool UInventoryComponent::AddItem(class UBaseItem* BaseItem)
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{
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//if the items is over the maxinventoryslots then it wont add the item
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if (Items.Num() >= MaxItemSlots || !BaseItem)
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{
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UE_LOG(LogTemp, Display, TEXT("THERE ARE MORE ITEMS THAN THE INVENTORY SLOTS"));
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return false;
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}
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BaseItem->StoredItems = this;
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BaseItem->World = GetWorld();
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Items.Add(BaseItem);
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//Update UI
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BaseItem->SubItemID++;
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UE_LOG(LogTemp, Display, TEXT("ITEM HAS BEEN ADDED"));
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//log the itemid
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UE_LOG(LogTemp, Display, TEXT("ITEM ID: %d"), BaseItem->ItemID);
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UE_LOG(LogTemp, Display, TEXT("SUBITEM ID: %d"), BaseItem->SubItemID);
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//Refreshes the inventory
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OnInventoryUpdated.Broadcast();
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return true;
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}
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bool UInventoryComponent::Remove(UBaseItem* BaseItem)
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// remove only gets called once on the same item
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bool UInventoryComponent::Remove(class UBaseItem* BaseItem)
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{
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if(BaseItem)
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{
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UE_LOG(LogTemp, Display, TEXT("ItEM HAS BEEN REMOVED"));
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BaseItem->StoredItems = nullptr;
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BaseItem->World = nullptr;
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Items.RemoveSingle(BaseItem);
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if(BaseItem->SubItemID < Items.Num())
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{
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Items.RemoveSingle(BaseItem);
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BaseItem->SubItemID --;
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UE_LOG(LogTemp, Display, TEXT("ItemRemoved"));
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UE_LOG(LogTemp, Display, TEXT("SUBITEM ID: %d"), BaseItem->SubItemID);
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}
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//Items.RemoveSingle(BaseItem);
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OnInventoryUpdated.Broadcast(); // Updates UI
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return true;
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}
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return false;
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}
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UBaseItem* UInventoryComponent::GetItem(int Index)
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{
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return Items[Index];
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}
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@ -4,6 +4,7 @@
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "Items/EatableItems.h"
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#include "InventoryComponent.generated.h"
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//OUR DELEGATE IS CALLED FONINVENTORYUPDATED
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@ -33,9 +34,16 @@ public:
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UPROPERTY(EditDefaultsOnly, Category= "Inventory")
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int32 MaxItemSlots;
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UPROPERTY(EditDefaultsOnly, Category = "Inventory")
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int MaxItemStack;
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UPROPERTY(BlueprintAssignable, Category= "Inventory")
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FOnInventoryUpdated OnInventoryUpdated; //This is our delegate
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Items")
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category= "Items")
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TArray<class UBaseItem*> Items; // The items currently in the inventory
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UFUNCTION(BlueprintCallable, Category= "Inventory")
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class UBaseItem* GetItem(int Index);
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};
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@ -46,6 +46,18 @@ public:
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//The cost of the item
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item")
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int ItemCostPrice;
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UPROPERTY(EditAnywhere, Category = "Item")
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bool isHealingItem;
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UPROPERTY(EditAnywhere, Category = "Item")
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bool isDamageBuffItem;
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UPROPERTY(EditAnywhere, Category = "Item")
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int ItemID;
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UPROPERTY(EditAnywhere, Category = "Item")
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int SubItemID;
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//reference to the UInventoryComponent script
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UPROPERTY()
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@ -60,7 +72,4 @@ public:
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//This is the same as the use item class but its in BP instead
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UFUNCTION(BlueprintImplementableEvent)
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void OnUse(class ATempCharacter* Character);
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UFUNCTION(BlueprintImplementableEvent)
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void OnBuy(class ATempCharacter* PurchaseItem);
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};
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@ -9,33 +9,34 @@
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UEatableItems::UEatableItems()
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{
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ItemID;
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SubItemID;
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}
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void UEatableItems::Use(ATempCharacter* Character)
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{
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if(Character)
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{
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Character->Health += 10;
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if(isHealingItem == true)
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{
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Character->Health += 10;
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UE_LOG(LogTemp, Display, TEXT("Healed"));
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}
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if(isDamageBuffItem == true)
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{
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// need to add the damage buff functionality here
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UE_LOG(LogTemp, Display, TEXT("Damage Buffed"));
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}
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if(StoredItems)
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{
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StoredItems->Remove(this);
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}
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}
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/*
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when player uses the item syrengine to debuff enemies
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detect what enemie actors the player is fighting with
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lower their damage by a value.
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*/
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}
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void UEatableItems::Buy(ATempCharacter* PurchaseItem)
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{
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if(PurchaseItem)
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{
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if(PurchaseItem->GoldBalance <= 0)
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{
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UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
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}
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else
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{
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PurchaseItem->GoldBalance -= ItemCostPrice;
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}
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}
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}
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@ -19,5 +19,4 @@ class THE_TWILIGHT_ABYSS_API UEatableItems : public UBaseItem
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protected:
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virtual void Use(class ATempCharacter* Character) override;
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virtual void Buy(ATempCharacter* PurchaseItem) override;
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};
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@ -30,7 +30,13 @@ void AInteraction::Tick(float DeltaTime)
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void AInteraction::OnInteract()
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{
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UUserWidget* spawnedWidget = CreateWidget<UUserWidget>(GetWorld(), Widget);
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spawnedWidget->AddToViewport(0);
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CurrentWidget = CreateWidget<UUserWidget>(GetWorld(), Widget);
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CurrentWidget->AddToViewport(0);
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FTimerHandle WidgetTimer;
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GetWorldTimerManager().SetTimer(WidgetTimer, this, &AInteraction::RemoveWidget, WaitTimer, false);
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}
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void AInteraction::RemoveWidget()
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{
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CurrentWidget->RemoveFromViewport();
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}
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@ -27,5 +27,10 @@ public:
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TSubclassOf<UUserWidget> Widget;
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virtual void OnInteract();
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virtual void RemoveWidget();
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UPROPERTY()
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UUserWidget* CurrentWidget;
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UPROPERTY(EditAnywhere)
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float WaitTimer = 8.0f;
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};
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@ -1,6 +1,8 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TempCharacter.h"
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#include "IDetailTreeNode.h"
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#include "Blueprint/UserWidget.h"
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#include "the_twilight_abyss/BaseItems/InventoryComponent.h"
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#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
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@ -14,6 +16,8 @@ ATempCharacter::ATempCharacter()
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PrimaryActorTick.bCanEverTick = true;
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Inventory = CreateDefaultSubobject<UInventoryComponent>("Inventory");
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Inventory->MaxItemSlots = 10;
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GoldBalance = GoldBalance;
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Health = Health;
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}
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// Called when the game starts or when spawned
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@ -70,21 +74,22 @@ void ATempCharacter::LineTraceLogic()
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TraceParams.AddIgnoredActor(this);
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bool bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
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bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
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if (bHit)
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{
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//we store the GetItem function from InventoryComponent into ItemArray variable
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auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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if(OutHit.GetActor() == nullptr)
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{
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return;
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}
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if(OutHit.GetActor()->ActorHasTag("HealingJelly"))
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if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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{
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if(GoldBalance >= 100)
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if(GoldBalance >= ItemArray->ItemCostPrice)
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{
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GoldBalance -= 100;
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GoldBalance -= ItemArray->ItemCostPrice;
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Inventory->AddItem(ItemArray);
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UE_LOG(LogTemp, Display, TEXT("Item Purchased"));
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// UInventoryComponent* tempInventory = GetOwner()->FindComponentByClass<UInventoryComponent>();
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// tempInventory->AddItem(ItemToBuy);
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}
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if(GoldBalance <= 0)
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{
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@ -109,12 +114,3 @@ void ATempCharacter::UseItem(class UBaseItem* Item)
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}
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}
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void ATempCharacter::BuyItem(UBaseItem* BuyItem)
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{
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if(BuyItem)
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{
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BuyItem->Buy(this);
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BuyItem->OnBuy(this);
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}
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}
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@ -41,19 +41,16 @@ public:
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void LineTraceLogic();
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category= "Health")
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Health")
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float Health;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category= "Gold")
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Gold")
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int GoldBalance;
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UPROPERTY(VisibleDefaultsOnly, Category = "LineTrace")
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bool bHit;
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//Using the item in the inventory
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UFUNCTION(BlueprintCallable, Category= "Items")
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void UseItem(class UBaseItem* Item); // Overriding the BaseItem Class
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UFUNCTION(BlueprintCallable, Category= "Items")
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void BuyItem(class UBaseItem* BuyItem);
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// UPROPERTY(EditAnywhere, Category= "Items")
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// UBaseItem ItemToBuy;
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};
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