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.
61 lines
1.5 KiB
C++
61 lines
1.5 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 InputDisabler();
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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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UFUNCTION(BlueprintCallable)
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void InputEnabler();
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};
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