Merge branch 'main' of https://git.nugamestudioclub.com/neroberovero/Illusion-UE5
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hwanyoung2/Content/Hwanyoung/Illusions/Assets/Icons/M_FoxMarble.uasset
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hwanyoung2/Source/hwanyoung2/CraftingInfo.cpp
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hwanyoung2/Source/hwanyoung2/CraftingInfo.cpp
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@ -0,0 +1,5 @@
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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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@ -0,0 +1,40 @@
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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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FString AHYInteractableActor::GetInteractText() const
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{
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return FString::Printf(TEXT("s%: Press F to %s"), *Name, *Action);
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return FString::Printf(TEXT("%s: Press F to %s"), *Name, *Action);
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}
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// Called when the game starts or when spawned
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UPROPERTY(EditDefaultsOnly)
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FString Action;
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UFUNCTION(Blueprintcallable, Category = "Pickup")
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UFUNCTION(BlueprintCallable, Category = "Pickup")
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FString GetInteractText() const;
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protected:
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@ -12,7 +12,7 @@ AHYManualPickUp::AHYManualPickUp()
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ItemID = FName("No ID");
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Super::Name = "Item";
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Super::Action = "pickup";
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Super::Action = "Pick up";
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}
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void AHYManualPickUp::Interact_Implementation(APlayerController* Controller)
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UFUNCTION(BlueprintCallable, Category = "Utils")
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bool AddItemToInventoryByID(FName ID);
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
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class AHYInteractableActor* CurrentInteractable;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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@ -43,14 +43,15 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 InventoryWeightLimit;
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//interacts with the Interactable objects
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UFUNCTION(BlueprintCallable, Category = "Utils")
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void Interact();
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#pragma endregion
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protected:
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//interacts with the Interactable objects
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void Interact();
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//abstract function to override in order to
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//bind actions or axis to different input components
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virtual void SetupInputComponent() override;
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@ -5,10 +5,12 @@
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "Engine/DataTable.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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/**
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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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USTRUCT(BlueprintType)
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struct FInventoryItem : public FTableRowBase
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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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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TSubclassOf<class AHYManualPickUp> ItemPickup;
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//name of the item
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText ItemName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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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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UTexture2D* ItemIcon;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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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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return ItemID == OtherItem.ItemID;
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}
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|
@ -2,19 +2,10 @@
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#pragma once
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#ifndef _HWANYOUNG2_H__
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#define _HWANYOUNG2_H__
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#include "CoreMinimal.h"
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UENUM(BlueprintType)
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enum class EAbilityInputID : uint8
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{
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None UMETA(DisplayName = "None"), //no input given
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Confirm UMETA(DisplayName = "Confirm"),
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Cancel UMETA(DisplayName = "Cancel"),
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UseWeapon UMETA(DisplayName = "Use Weapon"), //using melee weapon to attack
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SwitchWeapon UMETA(DisplayName = "Switch Weapons"), //switching weapons
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UseActive1 UMETA(DisplayName = "Use Active Skill 1"), //active 1
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UseActive2 UMETA(DisplayName = "Use Active Skill 2"), //active 2
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UseActive3 UMETA(DisplayName = "Use Active Skill 3"), //active 3
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UseUlt UMETA(DisplayName = "Use Ultimate Skill"), //ult
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PassiveDash UMETA(DisplayName = "Dash") //dash (passive)
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};
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#define COLLISION_INTERACTABLE ECC_GameTraceChannel1;
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#endif
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@ -63,7 +63,7 @@ void Ahwanyoung2Character::CheckForInteractables()
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FHitResult HitResult;
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// The range of area the system should check for interactables
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int32 Range = 500; //this can be changed
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int32 Range = 800; //this can be changed
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//The start of the trace is the transform of the follow camera
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FVector StartTrace = FollowCamera->GetComponentLocation();
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@ -80,22 +80,21 @@ void Ahwanyoung2Character::CheckForInteractables()
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//object attached to the character and cast it as player character controller class
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AHYPlayerCharacController* IController = Cast<AHYPlayerCharacController>(GetController());
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if (IController) {
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//Checking if something is hit by the line cast within the range
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if (GetWorld()->LineTraceSingleByChannel(HitResult, StartTrace, EndTrace,
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ECC_Visibility, QueryParams)) {
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//Cast the actor to AInteractable
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AHYInteractableActor* Interactable = Cast<AHYInteractableActor>(HitResult.GetActor());
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if (Interactable) {
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if (AHYInteractableActor* Interactable = Cast<AHYInteractableActor>(HitResult.GetActor())) {
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IController->CurrentInteractable = Interactable;
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return;
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}
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}
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} else {
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IController->CurrentInteractable = nullptr;
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}
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}
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