AzureAbyss/Source/the_twilight_abyss/BaseItems/InventoryComponent.h
MH261677 a40aa57f70 Added all BP Items in the game and updated scripts
All Items are added in BP with the values they are meant to have. Starting to now actually implement them into the inventory UI and creating the Inventory UI
2022-11-14 17:42:26 +00:00

42 lines
1.2 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "InventoryComponent.generated.h"
//OUR DELEGATE IS CALLED FONINVENTORYUPDATED
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnInventoryUpdated);
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class THE_TWILIGHT_ABYSS_API UInventoryComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UInventoryComponent();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
bool AddItem(class UBaseItem* BaseItem); //adds the item to the player
bool Remove(class UBaseItem* BaseItem); //removes the item from the player
UPROPERTY(EditDefaultsOnly, Instanced)
TArray<class UBaseItem*> DefaultItems; //Items you start the game with IF YOU WANT YOU CAN JUST NOT USE THIS
UPROPERTY(EditDefaultsOnly, Category= "Inventory")
int32 MaxItemSlots;
UPROPERTY(BlueprintAssignable, Category= "Inventory")
FOnInventoryUpdated OnInventoryUpdated; //This is our delegate
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Items")
TArray<class UBaseItem*> Items; // The items currently in the inventory
};