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AHYInteractableActor::GetInteractText() const { - return FString::Printf(TEXT("s%: Press F to %s"), *Name, *Action); + return FString::Printf(TEXT("%s: Press F to %s"), *Name, *Action); } // Called when the game starts or when spawned diff --git a/hwanyoung2/Source/hwanyoung2/HYInteractableActor.h b/hwanyoung2/Source/hwanyoung2/HYInteractableActor.h index cc2f9ee4..295b7d7b 100644 --- a/hwanyoung2/Source/hwanyoung2/HYInteractableActor.h +++ b/hwanyoung2/Source/hwanyoung2/HYInteractableActor.h @@ -30,7 +30,7 @@ public: UPROPERTY(EditDefaultsOnly) FString Action; - UFUNCTION(Blueprintcallable, Category = "Pickup") + UFUNCTION(BlueprintCallable, Category = "Pickup") FString GetInteractText() const; protected: diff --git a/hwanyoung2/Source/hwanyoung2/HYManualPickUp.cpp b/hwanyoung2/Source/hwanyoung2/HYManualPickUp.cpp index f8627114..7f642631 100644 --- a/hwanyoung2/Source/hwanyoung2/HYManualPickUp.cpp +++ b/hwanyoung2/Source/hwanyoung2/HYManualPickUp.cpp @@ -12,7 +12,7 @@ AHYManualPickUp::AHYManualPickUp() ItemID = FName("No ID"); Super::Name = "Item"; - Super::Action = "pickup"; + Super::Action = "Pick up"; } void AHYManualPickUp::Interact_Implementation(APlayerController* Controller) diff --git a/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.h b/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.h index 42df68d5..4aa47006 100644 --- a/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.h +++ b/hwanyoung2/Source/hwanyoung2/HYPlayerCharacController.h @@ -31,7 +31,7 @@ public: UFUNCTION(BlueprintCallable, Category = "Utils") bool AddItemToInventoryByID(FName ID); - UPROPERTY(VisibleAnywhere, BlueprintReadWrite) + UPROPERTY(BlueprintReadWrite, VisibleAnywhere) class AHYInteractableActor* CurrentInteractable; UPROPERTY(VisibleAnywhere, BlueprintReadWrite) @@ -43,14 +43,15 @@ public: UPROPERTY(EditAnywhere, BlueprintReadWrite) int32 InventoryWeightLimit; + //interacts with the Interactable objects + UFUNCTION(BlueprintCallable, Category = "Utils") + void Interact(); + #pragma endregion protected: - //interacts with the Interactable objects - void Interact(); - //abstract function to override in order to //bind actions or axis to different input components virtual void SetupInputComponent() override; diff --git a/hwanyoung2/Source/hwanyoung2/InventoryItem.h b/hwanyoung2/Source/hwanyoung2/InventoryItem.h index a3c6ea90..1a61a4a6 100644 --- a/hwanyoung2/Source/hwanyoung2/InventoryItem.h +++ b/hwanyoung2/Source/hwanyoung2/InventoryItem.h @@ -5,6 +5,7 @@ #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "Engine/DataTable.h" +#include "HYManualPickUp.h" #include "InventoryItem.generated.h" /** @@ -22,6 +23,9 @@ public: UPROPERTY(EditAnywhere, BlueprintReadWrite) FName ItemID; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + TSubclassOf ItemPickup; + //name of the item UPROPERTY(EditAnywhere, BlueprintReadWrite) FText ItemName; diff --git a/hwanyoung2/Source/hwanyoung2/hwanyoung2.h b/hwanyoung2/Source/hwanyoung2/hwanyoung2.h index 20b6aa71..18f185a0 100644 --- a/hwanyoung2/Source/hwanyoung2/hwanyoung2.h +++ b/hwanyoung2/Source/hwanyoung2/hwanyoung2.h @@ -2,19 +2,10 @@ #pragma once +#ifndef _HWANYOUNG2_H__ +#define _HWANYOUNG2_H__ #include "CoreMinimal.h" -UENUM(BlueprintType) -enum class EAbilityInputID : uint8 -{ - None UMETA(DisplayName = "None"), //no input given - Confirm UMETA(DisplayName = "Confirm"), - Cancel UMETA(DisplayName = "Cancel"), - UseWeapon UMETA(DisplayName = "Use Weapon"), //using melee weapon to attack - SwitchWeapon UMETA(DisplayName = "Switch Weapons"), //switching weapons - UseActive1 UMETA(DisplayName = "Use Active Skill 1"), //active 1 - UseActive2 UMETA(DisplayName = "Use Active Skill 2"), //active 2 - UseActive3 UMETA(DisplayName = "Use Active Skill 3"), //active 3 - UseUlt UMETA(DisplayName = "Use Ultimate Skill"), //ult - PassiveDash UMETA(DisplayName = "Dash") //dash (passive) -}; \ No newline at end of file +#define COLLISION_INTERACTABLE ECC_GameTraceChannel1; + +#endif diff --git a/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.cpp b/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.cpp index 01d9018e..77720d47 100644 --- a/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.cpp +++ b/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.cpp @@ -63,7 +63,7 @@ void Ahwanyoung2Character::CheckForInteractables() FHitResult HitResult; // The range of area the system should check for interactables - int32 Range = 500; //this can be changed + int32 Range = 800; //this can be changed //The start of the trace is the transform of the follow camera FVector StartTrace = FollowCamera->GetComponentLocation(); @@ -80,22 +80,21 @@ void Ahwanyoung2Character::CheckForInteractables() //object attached to the character and cast it as player character controller class AHYPlayerCharacController* IController = Cast(GetController()); - if (IController) { - //Checking if something is hit by the line cast within the range - if (GetWorld()->LineTraceSingleByChannel(HitResult, StartTrace, EndTrace, - ECC_Visibility, QueryParams)) { + + //Checking if something is hit by the line cast within the range + if (GetWorld()->LineTraceSingleByChannel(HitResult, StartTrace, EndTrace, + ECC_Visibility, QueryParams)) { - //Cast the actor to AInteractable - AHYInteractableActor* Interactable = Cast(HitResult.GetActor()); - - if (Interactable) { - IController->CurrentInteractable = Interactable; - return; - } + //Cast the actor to AInteractable + if (AHYInteractableActor* Interactable = Cast(HitResult.GetActor())) { + IController->CurrentInteractable = Interactable; + return; } - + } else { IController->CurrentInteractable = nullptr; } + + }