major change in the spring level texturing, some more assets

This commit is contained in:
Ji Yoon Rhee
2024-09-27 21:29:58 +09:00
parent 564f2a80cd
commit c4e4d22c82
123 changed files with 323 additions and 58 deletions

View File

@ -39,7 +39,7 @@ bool AHYPlayerCharacController::AddItemToInventoryByID(FName ID)
return false;
}
void AHYPlayerCharacController::CraftItem(FInventoryItem ItemA)
FInventoryItem AHYPlayerCharacController::CraftItem(FInventoryItem ItemA)
{
/*for (auto Combination : ItemB.CraftCombinations) {
if (Combination.ItemAID == ItemA.ItemID
@ -58,7 +58,7 @@ void AHYPlayerCharacController::CraftItem(FInventoryItem ItemA)
int32 NumOfCraftingItems = CraftingItems.Num();
bool bIsValidComb;
bIsValidComb = false;
if (NumOfCraftingItems < 2 || NumOfCraftingItems > 4) { return; }
if (NumOfCraftingItems < 2 || NumOfCraftingItems > 4) { return FInventoryItem(); }
AHYGameStateBase* gameState = Cast<AHYGameStateBase>(GetWorld()->GetGameState());
UDataTable* itemDB = gameState->GetItemDatabase();
@ -80,11 +80,11 @@ void AHYPlayerCharacController::CraftItem(FInventoryItem ItemA)
if (Combination.bDestroyItemA) Inventory.RemoveSingle(ItemA);
AddItemToInventoryByID(Combination.ProductID);
ReloadCraftUI();
return;
return *itemDB->FindRow<FInventoryItem>(Combination.ProductID, "");
}
else continue;
}
return FInventoryItem();
}
void AHYPlayerCharacController::Interact()

View File

@ -38,7 +38,7 @@ public:
bool AddItemToInventoryByID(FName ID);
UFUNCTION(BlueprintCallable, Category = "Utils")
void CraftItem(FInventoryItem ItemA);
FInventoryItem CraftItem(FInventoryItem ItemA);
UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
class AHYInteractableActor* CurrentInteractable;

View File

@ -5,6 +5,7 @@
FInventoryItem::FInventoryItem()
{
this->ItemID = FName(TEXT("No ID"));
this->ItemName = FText::FromString("No Name");
this->ItemWeight = 1;
this->ItemValue = 1;