Reparented Bounty Director to an Interactable Actor

This commit is contained in:
Rafal Swierczek 2023-10-11 14:59:17 +01:00
parent 17916321f2
commit be22eae329
7 changed files with 76 additions and 7 deletions

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@ -1,3 +1,3 @@
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@ -119,6 +119,13 @@ void ABountyDirector::DestroyActiveSideBounties()
UpdateBountyDisplay();
}
void ABountyDirector::Interact()
{
Super::Interact();
UE_LOG(LogTemp, Warning, TEXT("This is where I'll put widget opening code!!!!"));
}
// ----------- Favour Shop ---------------
void ABountyDirector::EarnFavours(int FavoursEarned)

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@ -6,11 +6,12 @@
#include "MainBountyClass.h"
#include "SideBountyClass.h"
#include "EndlessVendetta/EndlessVendettaCharacter.h"
#include "EndlessVendetta/InteractableActor.h"
#include "GameFramework/Actor.h"
#include "BountyDirector.generated.h"
UCLASS()
class ENDLESSVENDETTA_API ABountyDirector : public AActor
class ENDLESSVENDETTA_API ABountyDirector : public AInteractableActor
{
GENERATED_BODY()
@ -42,6 +43,8 @@ class ENDLESSVENDETTA_API ABountyDirector : public AActor
// Collect reward for current Bounty and prepare for the next
void FinishActiveBounty();
void Interact() override;
protected:
int Favours = 0;

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@ -0,0 +1,33 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "InteractableActor.h"
// Sets default values
AInteractableActor::AInteractableActor()
{
// 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 AInteractableActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AInteractableActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void AInteractableActor::Interact()
{
UE_LOG(LogTemp, Warning, TEXT("Interacted with %s"), *GetName());
}

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@ -0,0 +1,26 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "InteractableActor.generated.h"
UCLASS()
class ENDLESSVENDETTA_API AInteractableActor : public AActor
{
GENERATED_BODY()
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Sets default values for this actor's properties
AInteractableActor();
// Called every frame
virtual void Tick(float DeltaTime) override;
virtual void Interact();
};