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hwanyoung2/Source/hwanyoung2/CraftingInfo.cpp
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hwanyoung2/Source/hwanyoung2/CraftingInfo.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "CraftingInfo.h"
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hwanyoung2/Source/hwanyoung2/CraftingInfo.h
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hwanyoung2/Source/hwanyoung2/CraftingInfo.h
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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 "Engine/DataTable.h"
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#include "CraftingInfo.generated.h"
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/**
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*
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*/
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USTRUCT(BlueprintType)
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struct FCraftingInfo : public FTableRowBase
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{
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GENERATED_BODY();
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public:
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//unique ID of item that is being used to create the item
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FName ComponentID;
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//unique ID of the item that gets created
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FName ProductID;
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//do we want to destroy the component?
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bDestroyItemA;
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//
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bDestroyItemB;
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bool operator==(const FCraftingInfo& OtherItem) const {
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return ComponentID == OtherItem.ComponentID;
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}
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};
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#include "GameFramework/Actor.h"
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#include "GameFramework/Actor.h"
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#include "Engine/DataTable.h"
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#include "Engine/DataTable.h"
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#include "HYManualPickUp.h"
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#include "HYManualPickUp.h"
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#include "CraftingInfo.h"
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#include "InventoryItem.generated.h"
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#include "InventoryItem.generated.h"
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/**
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/**
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*
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* Represents an item that can be added to player's inventory
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*/
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*/
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USTRUCT(BlueprintType)
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USTRUCT(BlueprintType)
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struct FInventoryItem : public FTableRowBase
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struct FInventoryItem : public FTableRowBase
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FName ItemID;
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FName ItemID;
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//queue of items that are dropped and spawned back into the world
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TSubclassOf<class AHYManualPickUp> ItemPickup;
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TSubclassOf<class AHYManualPickUp> ItemPickup;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool OnlyDropped;
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bool OnlyDropped;
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//can this item be consumed/used?
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool CanBeUsed;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UTexture2D* ItemIcon;
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UTexture2D* ItemIcon;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText ItemDescription;
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FText ItemDescription;
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////all the possible crafting combinations for this particular item
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FCraftingInfo> CraftCombinations;
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bool operator==(const FInventoryItem& OtherItem) const {
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bool operator==(const FInventoryItem& OtherItem) const {
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return ItemID == OtherItem.ItemID;
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return ItemID == OtherItem.ItemID;
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}
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}
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};
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};
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