Add Function Stubs for Inventory Component

This commit is contained in:
Philip W 2023-10-18 18:34:05 +01:00
parent c75125027b
commit 5d009904f8
2 changed files with 129 additions and 0 deletions

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// 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)
{
}

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// 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);
};