Bugfix Inventory UI Not Refreshing on Dirty
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@ -10,9 +10,9 @@ struct FItemSize
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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UPROPERTY(BlueprintReadOnly, Category = "ItemSize")
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UPROPERTY(BlueprintReadWrite, Category = "ItemSize")
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int X;
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int X;
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UPROPERTY(BlueprintReadOnly, Category = "ItemSize")
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UPROPERTY(BlueprintReadWrite, Category = "ItemSize")
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int Y;
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int Y;
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FItemSize(const int _X, const int _Y)
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FItemSize(const int _X, const int _Y)
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@ -145,7 +145,7 @@ void UInventoryComponent::AddItemAt(UBaseItem* Item, const int TopLeftIndex)
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TileToCheck.X = i;
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TileToCheck.X = i;
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TileToCheck.Y = j;
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TileToCheck.Y = j;
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if (!IsTileValid(TileToCheck)) return;
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if (!IsTileValid(TileToCheck)) return;
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InventoryItems.Insert(Item, TileToIndex(TileToCheck));
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InventoryItems[TileToIndex(TileToCheck)] = Item;
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}
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}
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}
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}
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IsDirty = true;
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IsDirty = true;
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@ -158,7 +158,7 @@ TMap<UBaseItem*, FInventoryTile> UInventoryComponent::GetAllItems()
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{
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{
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UBaseItem* Item = InventoryItems[i];
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UBaseItem* Item = InventoryItems[i];
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if (!IsValid(Item)) continue;
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if (!IsValid(Item)) continue;
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if (!Items.Contains(Item)) continue;
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if (Items.Contains(Item)) continue;
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Items.Add(Item, IndexToTile(i));
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Items.Add(Item, IndexToTile(i));
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}
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}
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return Items;
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return Items;
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@ -171,7 +171,7 @@ void UInventoryComponent::RemoveItem(UBaseItem* Item)
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{
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{
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if (InventoryItems[i] == Item)
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if (InventoryItems[i] == Item)
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{
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{
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InventoryItems.RemoveAt(i);
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InventoryItems[i] = nullptr;
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IsDirty = true;
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IsDirty = true;
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}
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}
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}
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}
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@ -183,7 +183,7 @@ void UInventoryComponent::SpawnItem(UBaseItem* Item, FVector Location, FRotator
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bool UInventoryComponent::IsTileValid(const FInventoryTile InventoryTile) const
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bool UInventoryComponent::IsTileValid(const FInventoryTile InventoryTile) const
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{
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{
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if (InventoryTile.X >= 0 && InventoryTile.Y >= 0 && InventoryTile.Y < Columns && InventoryTile.Y < Rows)
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if (InventoryTile.X >= 0 && InventoryTile.Y >= 0 && InventoryTile.Y < Columns && InventoryTile.Y <= Rows)
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{
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{
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return true;
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return true;
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}
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}
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