a40aa57f70
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
98 lines
2.9 KiB
C++
98 lines
2.9 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
#include "TempCharacter.h"
|
|
#include "Blueprint/UserWidget.h"
|
|
#include "../../../Plugins/Developer/RiderLink/Source/RD/thirdparty/clsocket/src/ActiveSocket.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;
|
|
}
|
|
|
|
// 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);
|
|
|
|
bool bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
|
|
if (bHit)
|
|
{
|
|
if(OutHit.GetActor() == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
|
|
{
|
|
DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
|
|
MyInteractable->OnInteract();
|
|
UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
|
|
}
|
|
}
|
|
}
|
|
|
|
void ATempCharacter::UseItem(class UBaseItem* Item)
|
|
{
|
|
if(Item)
|
|
{
|
|
Item->Use(this);
|
|
Item->OnUse(this); //Blueprint Version
|
|
}
|
|
}
|