Added Start Functionality for weapons to inventory
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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@ -65,6 +65,8 @@ void AEndlessVendettaCharacter::BeginPlay()
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GadgetManager->SpawnGadgetsOnBeginPlay(Cast<USceneComponent>(PlayersCamera));
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GadgetManager->SpawnGadgetsOnBeginPlay(Cast<USceneComponent>(PlayersCamera));
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break;
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break;
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}
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}
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InventoryComponent = Cast<UInventoryComponent>(GetWorld()->GetFirstPlayerController()->GetComponentByClass(UInventoryComponent::StaticClass()));
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}
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}
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void AEndlessVendettaCharacter::Tick(float DeltaTime)
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void AEndlessVendettaCharacter::Tick(float DeltaTime)
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@ -8,6 +8,7 @@
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#include "InputActionValue.h"
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#include "InputActionValue.h"
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#include "Components/ArrowComponent.h"
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#include "Components/ArrowComponent.h"
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#include "GadgetSystem/GadgetManager.h"
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#include "GadgetSystem/GadgetManager.h"
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#include "EndlessVendettaCharacter.generated.h"
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#include "EndlessVendettaCharacter.generated.h"
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class UWeaponInventory;
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class UWeaponInventory;
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@ -200,4 +201,6 @@ public:
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// Returns true if successfully changed to a new gadget, can fail if the target gadget to replace is being used
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// Returns true if successfully changed to a new gadget, can fail if the target gadget to replace is being used
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bool UpdateGadgetType(TSubclassOf<AGadgetBase> NewGadgetClass);
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bool UpdateGadgetType(TSubclassOf<AGadgetBase> NewGadgetClass);
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UInventoryComponent* InventoryComponent;
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};
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};
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@ -19,7 +19,7 @@ UInventoryComponent::UInventoryComponent()
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void UInventoryComponent::InitializeComponent()
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void UInventoryComponent::InitializeComponent()
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{
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{
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Super::InitializeComponent();
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Super::InitializeComponent();
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PlayerCharacter = Cast<AEndlessVendettaCharacter>(GetOwner());
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PlayerCharacter = GetOwner();
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ItemToPickup = nullptr;
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ItemToPickup = nullptr;
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}
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}
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@ -188,6 +188,26 @@ void UInventoryComponent::UpdateInventorySize_Implementation(const int _Columns,
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InventoryItems.SetNum(Columns * Rows);
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InventoryItems.SetNum(Columns * Rows);
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}
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}
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void UInventoryComponent::SetPrimaryWeapon(AActor* const _PrimaryWeapon)
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{
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PrimaryWeapon = _PrimaryWeapon;
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}
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AActor* UInventoryComponent::GetPrimaryWeapon() const
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{
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return PrimaryWeapon;
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}
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void UInventoryComponent::SetSecondaryWeapon(AActor* const _SecondaryWeapon)
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{
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SecondaryWeapon = _SecondaryWeapon;
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}
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AActor* UInventoryComponent::GetSecondaryWeapon() const
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{
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return SecondaryWeapon;
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}
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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.X < Columns && InventoryTile.Y < Columns && InventoryTile.Y <= Rows)
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if (InventoryTile.X >= 0 && InventoryTile.Y >= 0 && InventoryTile.X < Columns && InventoryTile.Y < Columns && InventoryTile.Y <= Rows)
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@ -5,7 +5,6 @@
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "Components/ActorComponent.h"
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#include "InventoryStructs.h"
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#include "InventoryStructs.h"
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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#include "InventoryComponent.generated.h"
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#include "InventoryComponent.generated.h"
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@ -64,14 +63,21 @@ public:
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void UpdateInventorySize(const int _Columns, const int _Rows);
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void UpdateInventorySize(const int _Columns, const int _Rows);
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virtual void UpdateInventorySize_Implementation(const int _Columns, const int _Rows);
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virtual void UpdateInventorySize_Implementation(const int _Columns, const int _Rows);
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void SetPrimaryWeapon(AActor* const _PrimaryWeapon);
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AActor* GetPrimaryWeapon() const;
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void SetSecondaryWeapon(AActor* const _SecondaryWeapon);
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AActor* GetSecondaryWeapon() const;
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private:
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private:
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bool IsTileValid(const FInventoryTile InventoryTile) const;
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bool IsTileValid(const FInventoryTile InventoryTile) const;
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UPROPERTY()
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UPROPERTY()
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AEndlessVendettaCharacter* PlayerCharacter;
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AActor* PlayerCharacter;
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UPROPERTY()
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UPROPERTY()
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AActor* ItemToPickup;
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AActor* ItemToPickup;
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bool IsDirty = false;
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bool IsDirty = false;
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UPROPERTY()
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UPROPERTY()
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TArray<UBaseItem*> InventoryItems;
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TArray<UBaseItem*> InventoryItems;
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AActor* PrimaryWeapon;
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AActor* SecondaryWeapon;
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};
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};
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