AzureAbyss/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp
MH261677 3752a24eab Updated TempCharacter
Created camera function which pans the camera to the object and raises FOV, Fixed multiple bugs to do with disabling input, Created BuyItem function which raises the TraceDistance temporarily so user can purchase at longer distances
2023-01-16 20:44:23 +00:00

187 lines
5.8 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "TempCharacter.h"
#include "Blueprint/UserWidget.h"
#include "the_twilight_abyss/BaseItems/InventoryComponent.h"
#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
// CONSTRUCTOR
ATempCharacter::ATempCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
Inventory = CreateDefaultSubobject<UInventoryComponent>("Inventory");
Inventory->MaxItemSlots = 10;
GoldBalance = GoldBalance;
Health = Health;
}
// Called when the game starts or when spawned
void ATempCharacter::BeginPlay()
{
Super::BeginPlay();
Health = 100;
}
//Binds the input we made in the setup player component to the forward vector
void ATempCharacter::ForwardInput(float Axis)
{
AddMovementInput(GetActorForwardVector() * Axis);
}
//Binds the input we made in the setup player component to the right vector
void ATempCharacter::RightMoveInput(float Axis)
{
AddMovementInput(GetActorRightVector() * Axis);
}
// Called every frame
void ATempCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Gives the character the functionality
void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis(TEXT("Move Forward / Backward"), this, &ATempCharacter::ForwardInput);
PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput);
PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput);
PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
}
// When the player presses the E key
void ATempCharacter::KeyPressed()
{
LineTraceLogic();
}
// Line trace logic
void ATempCharacter::LineTraceLogic()
{
UE_LOG(LogTemp, Display, TEXT("LineTraceLogic firing"));
float GlobalTrace = TraceDistance;
FHitResult OutHit;
ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
FVector Start = ThisCamera->GetComponentLocation();
FVector End = Start + GlobalTrace * ThisCamera->GetForwardVector();
FCollisionQueryParams TraceParams;
TraceParams.AddIgnoredActor(this);
bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
if (bHit)
{
//we store the GetItem function from InventoryComponent into ItemArray variable
if(OutHit.GetActor() == nullptr)
{
return;
}
if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
{
auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
if(GoldBalance >= ItemArray->ItemCostPrice)
{
GoldBalance -= ItemArray->ItemCostPrice;
Inventory->AddItem(ItemArray);
UE_LOG(LogTemp, Display, TEXT("Item Purchased"));
}
if(GoldBalance <= 0)
{
UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
}
}
// if the actor hit has the interaction component/script then it will activate the code
if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
{
DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
MyInteractable->OnInteract();
UE_LOG(LogTemp, Display, TEXT("OnInteract activated"));
UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
// While loop to check bisDisabled var until it changes to true
while (MyInteractable->bisDisabled == false || MyInteractable->bDisableShopDialMove == false)
{
if (MyInteractable->bisDisabled == true || MyInteractable->bDisableShopDialMove == true)
{
InputDisabler();
break;
}
}
}
}
}
void ATempCharacter::InputDisabler()
{
UE_LOG(LogTemp, Display, TEXT("Disabling playermovement"));
GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(true);
GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(true);
GetWorld()->GetFirstPlayerController()->bShowMouseCursor = true;
GetWorld()->GetFirstPlayerController()->bEnableClickEvents = true;
GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = true;
ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
if (ThisCamera == nullptr)
{
return;
}
else
{
OriginalCameraLocation = ThisCamera->GetComponentLocation();
OriginalCameraRotation = ThisCamera->GetComponentRotation();
OriginalCameraFOV = ThisCamera->FieldOfView;
//ulog the originalcameralocation value
UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
}
}
void ATempCharacter::InputEnabler()
{
UE_LOG(LogTemp, Display, TEXT("Enabling Inputs"));
GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(false);
GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(false);
GetWorld()->GetFirstPlayerController()->bShowMouseCursor = false;
GetWorld()->GetFirstPlayerController()->bEnableClickEvents = false;
GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = false;
ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
if (ThisCamera == nullptr)
{
return;
}
else
{
ThisCamera->SetWorldLocation(OriginalCameraLocation);
ThisCamera->SetWorldRotation(OriginalCameraRotation);
ThisCamera->FieldOfView = OriginalCameraFOV;
//ulog the originalcameralocation value
UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
}
}
void ATempCharacter::UseItem(class UBaseItem* Item)
{
if(Item)
{
Item->Use(this);
Item->OnUse(this); //Blueprint Version
}
}
void ATempCharacter::BuyItem()
{
TraceDistance = 1000;
LineTraceLogic();
}