// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "the_twilight_abyss/BaseItems/Items/BaseItem.h" #include "TempCharacter.generated.h" UCLASS() class THE_TWILIGHT_ABYSS_API ATempCharacter : public ACharacter { GENERATED_BODY() //Player inventory UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true")) class UInventoryComponent* Inventory; //Using the InventoryComponent class public: // Sets default values for this character's properties ATempCharacter(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; void ForwardInput(float Axis); void RightMoveInput(float Axis); public: // Called every frame virtual void Tick(float DeltaTime) override; // Called to bind functionality to input virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; void KeyPressed(); UPROPERTY(EditAnyWhere) float TraceDistance = 200; void LineTraceLogic(); UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Health") float Health; UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Gold") int GoldBalance; UPROPERTY(VisibleDefaultsOnly, Category = "LineTrace") bool bHit; //Using the item in the inventory UFUNCTION(BlueprintCallable, Category= "Items") void UseItem(class UBaseItem* Item); // Overriding the BaseItem Class UPROPERTY(EditAnywhere, Category= "Items") UBaseItem* ItemToBuy; };