80 lines
1.5 KiB
C++

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