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+AHYConsumableItem::AHYConsumableItem() +{ +} diff --git a/hwanyoung2/Source/hwanyoung2/HYConsumableItem.h b/hwanyoung2/Source/hwanyoung2/HYConsumableItem.h new file mode 100644 index 00000000..3a78c536 --- /dev/null +++ b/hwanyoung2/Source/hwanyoung2/HYConsumableItem.h @@ -0,0 +1,25 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "HYManualPickUp.h" +#include "HYConsumableItem.generated.h" + +/** + * + */ + + +UCLASS() +class HWANYOUNG2_API AHYConsumableItem : public AHYManualPickUp +{ + GENERATED_BODY() + +public: + AHYConsumableItem(); + + UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "Pick up and consume") + void OnUsed(APlayerController* Controller); + +}; diff --git a/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.cpp b/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.cpp index 4446d95c..768f01fb 100644 --- a/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.cpp +++ b/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.cpp @@ -39,6 +39,18 @@ bool AHYPlayerCharacController::AddItemToInventoryByID(FName ID) return false; } +void AHYPlayerCharacController::CraftItem(FInventoryItem ItemA, FInventoryItem ItemB) +{ + for (auto Pair : ItemB.CraftCombinations) { + if (Pair.ComponentID == ItemA.ItemID) { + if (Pair.bDestroyItemA) Inventory.RemoveSingle(ItemA); + if (Pair.bDestroyItemB) Inventory.RemoveSingle(ItemB); + AddItemToInventoryByID(Pair.ProductID); + ReloadCraftUI(); + } + } +} + void AHYPlayerCharacController::Interact() { if (CurrentInteractable) CurrentInteractable->Interact(this); diff --git a/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.h b/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.h index 035fa8c5..53174d0c 100644 --- a/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.h +++ b/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.h @@ -25,12 +25,18 @@ public: UFUNCTION(BlueprintImplementableEvent) void ReloadInventory(); + UFUNCTION(BlueprintImplementableEvent) + void ReloadCraftUI(); + UFUNCTION(BlueprintCallable, Category = "Utils") int32 GetInventoryWeight(); UFUNCTION(BlueprintCallable, Category = "Utils") bool AddItemToInventoryByID(FName ID); + UFUNCTION(BlueprintCallable, Category = "Utils") + void CraftItem(FInventoryItem ItemA, FInventoryItem ItemB); + UPROPERTY(BlueprintReadWrite, VisibleAnywhere) class AHYInteractableActor* CurrentInteractable;