Created basic weapon workbench functionality

This commit is contained in:
MH261677 2023-12-14 10:18:06 +00:00
parent bce1247834
commit 9e01262b2b
3 changed files with 68 additions and 0 deletions

View File

@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:04cfc7fe61d70436448fef9aab937104318ff0f55b78ff073901898ebba5427b
size 30633

View File

@ -0,0 +1,36 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "WeaponWorkbenchClass.h"
// Sets default values
AWeaponWorkbenchClass::AWeaponWorkbenchClass()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AWeaponWorkbenchClass::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AWeaponWorkbenchClass::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void AWeaponWorkbenchClass::Interact()
{
UE_LOG(LogTemp, Display, TEXT("Interacted with weapon workbench"));
}
void AWeaponWorkbenchClass::InteractPrompt()
{
}

View File

@ -0,0 +1,29 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "EndlessVendetta/InteractionInterface.h"
#include "GameFramework/Actor.h"
#include "WeaponWorkbenchClass.generated.h"
UCLASS()
class ENDLESSVENDETTA_API AWeaponWorkbenchClass : public AActor, public IInteractionInterface
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AWeaponWorkbenchClass();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
void Interact() override;
void InteractPrompt() override;
};