Added Interact Propmpt

This commit is contained in:
Rafal Swierczek 2024-02-28 20:02:40 +00:00
parent 6d0ad3fc0a
commit 6b6492592b
6 changed files with 21 additions and 7 deletions

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@ -1,3 +1,3 @@
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@ -170,7 +170,15 @@ void AEndlessVendettaCharacter::WeaponPickUpSystem()
AActor* HitActor = OutHit.GetActor(); AActor* HitActor = OutHit.GetActor();
IInteractionInterface* InteractableActor = Cast<IInteractionInterface>(HitActor); IInteractionInterface* InteractableActor = Cast<IInteractionInterface>(HitActor);
if (InteractableActor) InteractableActor->InteractPrompt(); if (InteractableActor)
{
InteractableActor->InteractPrompt();
ShowInteractPropmpt();
}
else if (UAC_Dialogue* Dialogue = Cast<UAC_Dialogue>(HitActor->GetComponentByClass(UAC_Dialogue::StaticClass())))
{
ShowInteractPropmpt();
}
} }
//////////////////////////////////////////////////////////////////////////// Input //////////////////////////////////////////////////////////////////////////// Input

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@ -34,6 +34,9 @@ protected:
bool InOpenWorld = false; bool InOpenWorld = false;
UFUNCTION(BlueprintImplementableEvent)
void ShowInteractPropmpt();
private: private:
/** First person camera */ /** First person camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))