AzureAbyss/Source/the_twilight_abyss/BaseItems/InventoryComponent.cpp
MH261677 811856b219 Updated InventoryComponent & TempCharacter
Made it so the buy system is universal meaning any devs will not have to keep adding more if statements just to set the items price. It can all be done in editor now and it all handles itself in the code.
2022-11-18 14:53:22 +00:00

68 lines
1.6 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "InventoryComponent.h"
#include "Items/BaseItem.h"
#include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
// Sets default values for this component's properties
UInventoryComponent::UInventoryComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
MaxItemSlots = 10;
}
// Called when the game starts
void UInventoryComponent::BeginPlay()
{
Super::BeginPlay();
for(auto & BaseItem : DefaultItems)
{
AddItem(BaseItem);
}
}
bool UInventoryComponent::AddItem(class UBaseItem* BaseItem)
{
//if the items is over the maxinventoryslots then it wont add the item
if (Items.Num() >= MaxItemSlots || !BaseItem)
{
UE_LOG(LogTemp, Display, TEXT("THERE ARE MORE ITEMS THAN THE INVENTORY SLOTS"));
return false;
}
BaseItem->StoredItems = this;
BaseItem->World = GetWorld();
Items.Add(BaseItem);
UE_LOG(LogTemp, Display, TEXT("ITEM HAS BEEN ADDED"));
//Update UI
OnInventoryUpdated.Broadcast();
return true;
}
bool UInventoryComponent::Remove(class UBaseItem* BaseItem)
{
if(BaseItem)
{
UE_LOG(LogTemp, Display, TEXT("ItEM HAS BEEN REMOVED"));
BaseItem->StoredItems = nullptr;
BaseItem->World = nullptr;
Items.RemoveSingle(BaseItem);
OnInventoryUpdated.Broadcast(); // Updates UI
return true;
}
return false;
}
UBaseItem* UInventoryComponent::GetItem(int Index)
{
return Items[Index];
}