Updated Merchant to fix buttons not working
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9e55e8f930
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@ -76,7 +76,7 @@ public:
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class UInventoryComponent* StoredItems;
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class UInventoryComponent* StoredItems;
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//The buy class to purchase the item
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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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//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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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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Super::BeginPlay();
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//Character & Camera refs
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//Character & Camera refs
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if (TempCharacterRef != nullptr) TempCharacterRef = Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetCharacter());
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TempCharacterRef = Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetCharacter());
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if (MainCamera != nullptr) MainCamera = Cast<UCameraComponent>(TempCharacterRef->FindComponentByClass<UCameraComponent>());
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MainCamera = Cast<UCameraComponent>(TempCharacterRef->FindComponentByClass<UCameraComponent>());
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//Item refs
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//Item refs
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TargetHealingLocation = HealingItem->GetActorLocation();
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TargetHealingLocation = HealingItem->GetActorLocation();
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@ -130,7 +130,14 @@ void AInteraction::CameraLeftMover()
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UE_LOG(LogTemp, Display, TEXT("Button Left is being pressed"));
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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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if (TempCharacterRef == nullptr || BuyHealingProperty == nullptr)
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{
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{
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UE_LOG(LogTemp, Display, TEXT("Character not found in Interaction.cpp"));
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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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return;
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}
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}
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else
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else
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@ -272,7 +272,7 @@ void ATempCharacter::UseItem(class UBaseItem* Item)
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void ATempCharacter::BuyItem(AActor* Item)
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void ATempCharacter::BuyItem(AActor* Item)
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{
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{
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UE_LOG(LogTemp, Display, TEXT("Hit Merchant"));
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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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UBaseItem* ItemArray = Item->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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if (GoldBalance <= 0)
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if (GoldBalance <= 0)
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{
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{
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UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
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UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
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