AzureAbyss/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp
MH261677 29c3fdcf09 Updated Interaction, TempCharacter.cpp
Created InputDisabler functions to disable player controls when dialouge box stops to start working on merchant
2023-01-14 20:35:49 +00:00

140 lines
4.3 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()
{
float GlobalTrace = TraceDistance;
FHitResult OutHit;
FVector Start = GetActorLocation();
FVector End = Start + GlobalTrace * GetActorForwardVector();
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)
{
if (MyInteractable->bisDisabled == true)
{
//I am creating a 5 second timer here that then executes the inputdisabler function
FTimerHandle TimerHandle;
FTimerDelegate TimerDelegate = FTimerDelegate::CreateUObject(this, &ATempCharacter::InputDisabler);
GetWorld()->GetTimerManager().SetTimer(TimerHandle, TimerDelegate, 6.0f, false);
break;
}
}
}
}
}
void ATempCharacter::InputDisabler()
{
UE_LOG(LogTemp, Display, TEXT("Disabling playermovement"));
GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(false);
GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(true);
}
void ATempCharacter::UseItem(class UBaseItem* Item)
{
if(Item)
{
Item->Use(this);
Item->OnUse(this); //Blueprint Version
}
}