80 lines
1.5 KiB
C++
80 lines
1.5 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "InventoryComponent.h"
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// Sets default values for this component's properties
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UInventoryComponent::UInventoryComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UInventoryComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void UInventoryComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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bool UInventoryComponent::AddItem(UBaseItem* Item)
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{
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}
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void UInventoryComponent::LineTraceForItemCheck()
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{
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}
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void UInventoryComponent::Pickup(UBaseItem* Item)
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{
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}
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bool UInventoryComponent::IsRoomAvailable(UBaseItem* Item, int TopLeftIndex)
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{
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}
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FVector UInventoryComponent::IndexToTile(int Index)
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{
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}
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UBaseItem* UInventoryComponent::GetItemAtIndex(int Index)
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{
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}
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FInventoryTiles UInventoryComponent::TileToIndex(int Index)
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{
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}
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void UInventoryComponent::AddItemAt(UBaseItem* Item, int TopLeftIndex)
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{
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}
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void UInventoryComponent::GetAllItems()
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{
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}
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void UInventoryComponent::RemoveItem(UBaseItem* Item)
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{
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}
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void UInventoryComponent::SpawnItem(UBaseItem* Item, FVector Location, FRotator Rotation)
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{
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}
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