Add Function Stubs for Inventory Component
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "InventoryComponent.h"
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// Sets default values for this component's properties
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UInventoryComponent::UInventoryComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UInventoryComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void UInventoryComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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bool UInventoryComponent::AddItem(UBaseItem* Item)
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{
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}
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void UInventoryComponent::LineTraceForItemCheck()
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{
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}
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void UInventoryComponent::Pickup(UBaseItem* Item)
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{
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}
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bool UInventoryComponent::IsRoomAvailable(UBaseItem* Item, int TopLeftIndex)
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{
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}
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FVector UInventoryComponent::IndexToTile(int Index)
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{
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}
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UBaseItem* UInventoryComponent::GetItemAtIndex(int Index)
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{
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}
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FInventoryTiles UInventoryComponent::TileToIndex(int Index)
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{
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}
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void UInventoryComponent::AddItemAt(UBaseItem* Item, int TopLeftIndex)
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{
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}
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void UInventoryComponent::GetAllItems()
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{
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}
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void UInventoryComponent::RemoveItem(UBaseItem* Item)
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{
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}
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void UInventoryComponent::SpawnItem(UBaseItem* Item, FVector Location, FRotator Rotation)
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{
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "InventoryStructs.h"
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#include "InventoryComponent.generated.h"
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class ENDLESSVENDETTA_API UInventoryComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UInventoryComponent();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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UFUNCTION(BlueprintCallable, Category="Inventory")
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bool AddItem(class UBaseItem* Item);
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UFUNCTION(BlueprintCallable, Category="Inventory")
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void LineTraceForItemCheck();
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UFUNCTION(BlueprintCallable, Category="Inventory")
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void Pickup(class UBaseItem* Item);
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UFUNCTION(BlueprintCallable, Category="Inventory")
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bool IsRoomAvailable(class UBaseItem* Item, int TopLeftIndex);
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UFUNCTION(BlueprintCallable, Category="Inventory")
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FVector IndexToTile(int Index);
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UFUNCTION(BlueprintCallable, Category="Inventory")
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UBaseItem* GetItemAtIndex(int Index);
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UFUNCTION(BlueprintCallable, Category="Inventory")
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FInventoryTiles TileToIndex(int Index);
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UFUNCTION(BlueprintCallable, Category="Inventory")
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void AddItemAt(class UBaseItem* Item, int TopLeftIndex);
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UFUNCTION(BlueprintCallable, Category="Inventory")
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void GetAllItems();
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UFUNCTION(BlueprintCallable, Category="Inventory")
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void RemoveItem(class UBaseItem* Item);
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UFUNCTION(BlueprintCallable, Category="Inventory")
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void SpawnItem(class UBaseItem* Item, FVector Location, FRotator Rotation);
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};
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