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24 changed files with 35 additions and 96 deletions

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@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CraftingInfo.h"

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@ -1,40 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "CraftingInfo.generated.h"
/**
*
*/
USTRUCT(BlueprintType)
struct FCraftingInfo : public FTableRowBase
{
GENERATED_BODY();
public:
//unique ID of item that is being used to create the item
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName ComponentID;
//unique ID of the item that gets created
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName ProductID;
//do we want to destroy the component?
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bDestroyItemA;
//
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bDestroyItemB;
bool operator==(const FCraftingInfo& OtherItem) const {
return ComponentID == OtherItem.ComponentID;
}
};

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@ -6,11 +6,10 @@
#include "GameFramework/Actor.h"
#include "Engine/DataTable.h"
#include "HYManualPickUp.h"
#include "CraftingInfo.h"
#include "InventoryItem.generated.h"
/**
* Represents an item that can be added to player's inventory
*
*/
USTRUCT(BlueprintType)
struct FInventoryItem : public FTableRowBase
@ -24,7 +23,6 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName ItemID;
//queue of items that are dropped and spawned back into the world
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<class AHYManualPickUp> ItemPickup;
@ -41,21 +39,13 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool OnlyDropped;
//can this item be consumed/used?
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool CanBeUsed;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UTexture2D* ItemIcon;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText ItemDescription;
////all the possible crafting combinations for this particular item
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FCraftingInfo> CraftCombinations;
bool operator==(const FInventoryItem& OtherItem) const {
return ItemID == OtherItem.ItemID;
}
};
};