PHILIP White
14f4ff4d35
Able to consistently open & close the inventory without losing focus on root widget
102 lines
2.3 KiB
C++
102 lines
2.3 KiB
C++
// 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 "Camera/CameraComponent.h"
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#include "GameFramework/Actor.h"
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#include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
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#include "Interaction.generated.h"
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UCLASS()
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class THE_TWILIGHT_ABYSS_API AInteraction : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AInteraction();
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protected:
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// Called when the game starts or when spawned
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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 Tick(float DeltaTime) override;
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UPROPERTY(EditAnywhere, Category= "Widgets")
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TSubclassOf<UUserWidget> ShopDialog;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category= "Widgets")
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TSubclassOf<UUserWidget> ItemSelector;
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UPROPERTY(EditAnywhere, Category = "Widgets")
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TSubclassOf<UUserWidget> BuyBuffText;
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UPROPERTY(EditAnywhere, Category = "Widgets")
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TSubclassOf<UUserWidget> BuyHealingText;
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virtual void OnInteract();
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UFUNCTION(BlueprintCallable)
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virtual void RemoveWidget();
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UPROPERTY()
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UUserWidget* ShopDialogWidget;
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UPROPERTY(BlueprintReadOnly)
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UUserWidget* ItemSelectorWidget;
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UPROPERTY()
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UUserWidget* BuyBuffTextWidget;
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UPROPERTY()
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UUserWidget* BuyHealingTextWidget;
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UPROPERTY(EditAnywhere, Category= "Widgets")
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float WaitTimer = 8.0f;
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UPROPERTY()
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bool bisDisabled = false;
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UPROPERTY()
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bool bDisableShopDialMove = false;
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UFUNCTION(BlueprintCallable, Category= "ButtonLeft")
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virtual void CameraLeftMover();
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UFUNCTION(BlueprintCallable, Category= "ButtonLeft")
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virtual void CameraRightMover();
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
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UCameraComponent* MainCamera;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Items")
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AActor* HealingItem;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Items")
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AActor* BuffItem;
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UFUNCTION(BlueprintCallable, Category = "ConfirmButtons")
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virtual void CancelPurchase();
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UFUNCTION(BlueprintCallable, Category = "ConfirmButtons")
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virtual void ExitScreen();
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UPROPERTY(EditAnywhere, Category = "Player")
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ATempCharacter* TempCharacterRef;
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private:
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FVector TargetHealingLocation;
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FVector TargetBuffLocation;
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FVector CameraLocation;
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FProperty* Property;
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FProperty* BuyBuffProperty;
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FProperty* BuyHealingProperty;
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};
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