52639d9af6
Added a function which can be called from blueprints to re-enable all input once a button is pressed Fixed interaction boolean to reset itself back to false to make it so player can talk to NPC again without having to restart the game to interact with it.
155 lines
4.9 KiB
C++
155 lines
4.9 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "TempCharacter.h"
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#include "Blueprint/UserWidget.h"
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#include "the_twilight_abyss/BaseItems/InventoryComponent.h"
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#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
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#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
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// CONSTRUCTOR
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ATempCharacter::ATempCharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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Inventory = CreateDefaultSubobject<UInventoryComponent>("Inventory");
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Inventory->MaxItemSlots = 10;
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GoldBalance = GoldBalance;
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Health = Health;
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}
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// Called when the game starts or when spawned
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void ATempCharacter::BeginPlay()
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{
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Super::BeginPlay();
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Health = 100;
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}
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//Binds the input we made in the setup player component to the forward vector
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void ATempCharacter::ForwardInput(float Axis)
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{
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AddMovementInput(GetActorForwardVector() * Axis);
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}
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//Binds the input we made in the setup player component to the right vector
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void ATempCharacter::RightMoveInput(float Axis)
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{
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AddMovementInput(GetActorRightVector() * Axis);
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}
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// Called every frame
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void ATempCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Gives the character the functionality
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void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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PlayerInputComponent->BindAxis(TEXT("Move Forward / Backward"), this, &ATempCharacter::ForwardInput);
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PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput);
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PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput);
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PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
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PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
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}
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// When the player presses the E key
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void ATempCharacter::KeyPressed()
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{
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LineTraceLogic();
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}
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// Line trace logic
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void ATempCharacter::LineTraceLogic()
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{
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float GlobalTrace = TraceDistance;
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FHitResult OutHit;
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FVector Start = GetActorLocation();
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FVector End = Start + GlobalTrace * GetActorForwardVector();
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FCollisionQueryParams TraceParams;
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TraceParams.AddIgnoredActor(this);
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bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
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if (bHit)
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{
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//we store the GetItem function from InventoryComponent into ItemArray variable
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if(OutHit.GetActor() == nullptr)
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{
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return;
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}
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if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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{
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auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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if(GoldBalance >= ItemArray->ItemCostPrice)
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{
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GoldBalance -= ItemArray->ItemCostPrice;
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Inventory->AddItem(ItemArray);
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UE_LOG(LogTemp, Display, TEXT("Item Purchased"));
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}
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if(GoldBalance <= 0)
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{
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UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
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}
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}
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// if the actor hit has the interaction component/script then it will activate the code
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if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
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{
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DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
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MyInteractable->OnInteract();
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UE_LOG(LogTemp, Display, TEXT("OnInteract activated"));
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UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
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// While loop to check bisDisabled var until it changes to true
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while (MyInteractable->bisDisabled == false)
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{
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if (MyInteractable->bisDisabled == true)
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{
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//I am creating a 5 second timer here that then executes the inputdisabler function
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FTimerHandle TimerHandle;
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FTimerDelegate TimerDelegate = FTimerDelegate::CreateUObject(this, &ATempCharacter::InputDisabler);
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GetWorld()->GetTimerManager().SetTimer(TimerHandle, TimerDelegate, 6.0f, false);
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break;
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}
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}
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}
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}
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}
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void ATempCharacter::InputDisabler()
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{
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UE_LOG(LogTemp, Display, TEXT("Disabling playermovement"));
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GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(true);
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GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(true);
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GetWorld()->GetFirstPlayerController()->bShowMouseCursor = true;
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GetWorld()->GetFirstPlayerController()->bEnableClickEvents = true;
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GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = true;
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}
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void ATempCharacter::InputEnabler()
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{
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UE_LOG(LogTemp, Display, TEXT("Enabling Inputs"));
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GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(false);
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GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(false);
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GetWorld()->GetFirstPlayerController()->bShowMouseCursor = false;
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GetWorld()->GetFirstPlayerController()->bEnableClickEvents = false;
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GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = false;
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}
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void ATempCharacter::UseItem(class UBaseItem* Item)
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{
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if(Item)
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{
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Item->Use(this);
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Item->OnUse(this); //Blueprint Version
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}
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}
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