diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp new file mode 100644 index 00000000..7f48f011 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp @@ -0,0 +1,79 @@ +// 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) +{ +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h new file mode 100644 index 00000000..0744afb0 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h @@ -0,0 +1,50 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "InventoryStructs.h" +#include "InventoryComponent.generated.h" + + +UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) +class ENDLESSVENDETTA_API UInventoryComponent : public UActorComponent +{ + GENERATED_BODY() + +public: + // Sets default values for this component's properties + UInventoryComponent(); + +protected: + // Called when the game starts + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + + UFUNCTION(BlueprintCallable, Category="Inventory") + bool AddItem(class UBaseItem* Item); + UFUNCTION(BlueprintCallable, Category="Inventory") + void LineTraceForItemCheck(); + UFUNCTION(BlueprintCallable, Category="Inventory") + void Pickup(class UBaseItem* Item); + UFUNCTION(BlueprintCallable, Category="Inventory") + bool IsRoomAvailable(class UBaseItem* Item, int TopLeftIndex); + UFUNCTION(BlueprintCallable, Category="Inventory") + FVector IndexToTile(int Index); + UFUNCTION(BlueprintCallable, Category="Inventory") + UBaseItem* GetItemAtIndex(int Index); + UFUNCTION(BlueprintCallable, Category="Inventory") + FInventoryTiles TileToIndex(int Index); + UFUNCTION(BlueprintCallable, Category="Inventory") + void AddItemAt(class UBaseItem* Item, int TopLeftIndex); + UFUNCTION(BlueprintCallable, Category="Inventory") + void GetAllItems(); + UFUNCTION(BlueprintCallable, Category="Inventory") + void RemoveItem(class UBaseItem* Item); + UFUNCTION(BlueprintCallable, Category="Inventory") + void SpawnItem(class UBaseItem* Item, FVector Location, FRotator Rotation); +};