3710f33e74
Done it so the items from the inventory now get removed when used instead of one item never being able to be removed
56 lines
1.4 KiB
C++
56 lines
1.4 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 "GameFramework/Character.h"
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#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
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#include "TempCharacter.generated.h"
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UCLASS()
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class THE_TWILIGHT_ABYSS_API ATempCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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// Sets default values for this character's properties
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ATempCharacter();
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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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void ForwardInput(float Axis);
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void RightMoveInput(float Axis);
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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, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true"))
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class UInventoryComponent* Inventory; //Using the InventoryComponent class
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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void KeyPressed();
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UPROPERTY(EditAnyWhere)
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float TraceDistance = 200;
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void LineTraceLogic();
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Health")
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float Health;
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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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};
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