Add UI to Show Held & Craving
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@ -155,6 +155,17 @@ void ASeagullGameCharacter::StartGame()
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UStaticMeshComponent* MeshComponent = Cast<UStaticMeshComponent>(John->GetComponentByClass(UStaticMeshComponent::StaticClass()));
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UStaticMeshComponent* MeshComponent = Cast<UStaticMeshComponent>(John->GetComponentByClass(UStaticMeshComponent::StaticClass()));
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if (!MeshComponent->HasAnySockets()) return;
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if (!MeshComponent->HasAnySockets()) return;
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CravingItemActor->AttachToComponent(MeshComponent, FAttachmentTransformRules::SnapToTargetNotIncludingScale, "CravingSocket");
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CravingItemActor->AttachToComponent(MeshComponent, FAttachmentTransformRules::SnapToTargetNotIncludingScale, "CravingSocket");
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FString CravingString = UEnum::GetValueAsString(CurrentCraving);
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CravingString.Split(FString("::"), nullptr, &CravingString);
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for (int i = 0; i < CravingString.Len(); i++)
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{
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if (CravingString[i] >= 'A' && CravingString[i] <= 'Z')
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{
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CravingString.InsertAt(i, " ");
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i++;
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}
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}
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CravingItemName = CravingString;
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}, 60, true, 2);
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}, 60, true, 2);
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}
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}
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@ -208,6 +219,17 @@ void ASeagullGameCharacter::PickupItem()
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CurrentItem->AttachToComponent(MeshComponent, FAttachmentTransformRules::SnapToTargetNotIncludingScale, "ItemSocket");
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CurrentItem->AttachToComponent(MeshComponent, FAttachmentTransformRules::SnapToTargetNotIncludingScale, "ItemSocket");
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CurrentItem->SetActorEnableCollision(false);
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CurrentItem->SetActorEnableCollision(false);
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ClosestItemActor->Destroy();
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ClosestItemActor->Destroy();
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FString HeldItemString = UEnum::GetValueAsString(Cast<AItemActor>(CurrentItem)->ItemType);
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HeldItemString.Split(FString("::"), nullptr, &HeldItemString);
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for (int i = 0; i < HeldItemString.Len(); i++)
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{
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if (HeldItemString[i] >= 'A' && HeldItemString[i] <= 'Z')
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{
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HeldItemString.InsertAt(i, " ");
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i++;
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}
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}
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HeldItemName = HeldItemString;
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}
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}
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void ASeagullGameCharacter::DropItem()
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void ASeagullGameCharacter::DropItem()
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@ -221,6 +243,7 @@ void ASeagullGameCharacter::DropItem()
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GetWorld()->SpawnActor(Cast<AItemActor>(CurrentItem)->ItemNoPhysics, &DropLocation);
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GetWorld()->SpawnActor(Cast<AItemActor>(CurrentItem)->ItemNoPhysics, &DropLocation);
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CurrentItem->Destroy();
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CurrentItem->Destroy();
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CurrentItem = nullptr;
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CurrentItem = nullptr;
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HeldItemName = "";
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}
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}
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void ASeagullGameCharacter::OnPickupBoxBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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void ASeagullGameCharacter::OnPickupBoxBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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@ -122,6 +122,10 @@ public:
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TArray<TSubclassOf<AItemActor>> ItemActors;
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TArray<TSubclassOf<AItemActor>> ItemActors;
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UPROPERTY(BlueprintReadOnly, Category = "Item")
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UPROPERTY(BlueprintReadOnly, Category = "Item")
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AActor* CravingItemActor;
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AActor* CravingItemActor;
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UPROPERTY(BlueprintReadOnly, Category = "Item")
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FString CravingItemName;
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UPROPERTY(BlueprintReadOnly, Category = "Item")
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FString HeldItemName;
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UPROPERTY(BlueprintReadOnly, Category = "John")
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UPROPERTY(BlueprintReadOnly, Category = "John")
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AActor* John;
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AActor* John;
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