Created BaseItem and InventoryComponent for Items
Created both the baseitem and inventorycomponent class to start adding in the custom items to the game.
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Content/Levels/MerchantPrototype.umap
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Content/Levels/MerchantPrototype.umap
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Source/the_twilight_abyss/BaseItems/InventoryComponent.cpp
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Source/the_twilight_abyss/BaseItems/InventoryComponent.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "InventoryComponent.h"
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// Sets default values for this component's properties
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UInventoryComponent::UInventoryComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UInventoryComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void UInventoryComponent::TickComponent(float DeltaTime, ELevelTick TickType,
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FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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Source/the_twilight_abyss/BaseItems/InventoryComponent.h
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Source/the_twilight_abyss/BaseItems/InventoryComponent.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "InventoryComponent.generated.h"
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class THE_TWILIGHT_ABYSS_API UInventoryComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UInventoryComponent();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType,
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FActorComponentTickFunction* ThisTickFunction) override;
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};
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Source/the_twilight_abyss/BaseItems/Items/BaseItem.cpp
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Source/the_twilight_abyss/BaseItems/Items/BaseItem.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BaseItem.h"
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Source/the_twilight_abyss/BaseItems/Items/BaseItem.h
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Source/the_twilight_abyss/BaseItems/Items/BaseItem.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Object.h"
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#include "BaseItem.generated.h"
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/**
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*
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*/
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UCLASS(Abstract, BlueprintType, Blueprintable, EditInlineNew, DefaultToInstanced)
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class THE_TWILIGHT_ABYSS_API UBaseItem : public UObject
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{
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GENERATED_BODY()
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public:
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//The text that will be displayed for using the item (Equip, Eat)
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UPROPERTY(EditDefaultsOnly,BlueprintReadWrite, Category = "Item")
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FText ItemUseAction;
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//The actual mesh of the item
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UPROPERTY(EditDefaultsOnly,BlueprintReadWrite, Category = "Item")
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class UStaticMesh* ItemMesh;
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//The picture of the item icon
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UPROPERTY(EditDefaultsOnly,BlueprintReadWrite, Category = "Item")
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class UTexture2D* ItemIcon;
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//The name of the item
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UPROPERTY(EditDefaultsOnly,BlueprintReadWrite, Category = "Item")
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FText ItemDisplayName;
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//The description of the item
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UPROPERTY(EditDefaultsOnly,BlueprintReadWrite, Category = "Item")
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FText ItemDescription;
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//reference to the UInventoryComponent script
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UPROPERTY()
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class UInventoryComponent* StoredItems;
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};
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