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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		if (!MeshComponent->HasAnySockets()) return;
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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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}
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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->SetActorEnableCollision(false);
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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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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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	CurrentItem->Destroy();
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	CurrentItem = nullptr;
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	HeldItemName = "";
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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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@ -122,6 +122,10 @@ public:
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	TArray<TSubclassOf<AItemActor>> ItemActors;
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	UPROPERTY(BlueprintReadOnly, Category = "Item")
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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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	AActor* John;
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