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e8cacbe1c7
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05782979e9
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "HYAutomaticPickUp.h"
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#include "HYPlayerCharacController.h"
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// Sets default values
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AHYAutomaticPickUp::AHYAutomaticPickUp()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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PickupMesh = CreateDefaultSubobject<UStaticMeshComponent>("PickupMesh");
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RootComponent = Cast<USceneComponent>(PickupMesh);
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ItemID = FName("No ID");
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}
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void AHYAutomaticPickUp::Collect_Implementation(APlayerController* Controller)
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{
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AHYPlayerCharacController* IController = Cast<AHYPlayerCharacController>(Controller);
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if (IController->AddItemToInventoryByID(ItemID))
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Destroy();
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}
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FName AHYAutomaticPickUp::GetItemID()
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{
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return ItemID;
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}
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// Called when the game starts or when spawned
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void AHYAutomaticPickUp::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AHYAutomaticPickUp::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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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 "GameFramework/Actor.h"
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#include "HYAutomaticPickUp.generated.h"
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UCLASS()
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class HWANYOUNG2_API AHYAutomaticPickUp : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AHYAutomaticPickUp();
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UFUNCTION(BlueprintNativeEvent)
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void Collect(APlayerController* Controller);
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virtual void Collect_Implementation(APlayerController* Controller);
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FName GetItemID();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere)
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UStaticMeshComponent* PickupMesh;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FName ItemID;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "HYMoneyAutoPickUp.h"
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#include "HYPlayerCharacController.h"
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AHYMoneyAutoPickUp::AHYMoneyAutoPickUp()
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{
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Super::ItemID = FName("Lost soul");
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Value = 1;
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}
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void AHYMoneyAutoPickUp::Collect_Implementation(APlayerController* Controller)
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{
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AHYPlayerCharacController* IController = Cast<AHYPlayerCharacController>(Controller);
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IController->Currency += Value;
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Destroy();
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}
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@ -1,26 +0,0 @@
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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 "HYAutomaticPickUp.h"
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#include "HYMoneyAutoPickUp.generated.h"
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/**
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*
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*/
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UCLASS()
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class HWANYOUNG2_API AHYMoneyAutoPickUp : public AHYAutomaticPickUp
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{
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GENERATED_BODY()
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public:
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AHYMoneyAutoPickUp();
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void Collect_Implementation(APlayerController* Controller) override;
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protected:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 Value;
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};
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 InventoryWeightLimit;
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int32 InventoryWeightLimit;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 Currency;
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//interacts with the Interactable objects
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//interacts with the Interactable objects
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UFUNCTION(BlueprintCallable, Category = "Utils")
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UFUNCTION(BlueprintCallable, Category = "Utils")
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void Interact();
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void Interact();
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@ -7,6 +7,5 @@ FInventoryItem::FInventoryItem()
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{
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{
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this->ItemName = FText::FromString("No Name");
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this->ItemName = FText::FromString("No Name");
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this->ItemWeight = 1;
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this->ItemWeight = 1;
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this->ItemValue = 1;
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this->ItemDescription = FText::FromString("No Description");
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this->ItemDescription = FText::FromString("No Description");
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}
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}
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 ItemWeight;
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int32 ItemWeight;
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//value of the item
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 ItemValue;
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//is the item only available through drops?
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//is the item only available through drops?
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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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#include "EnhancedInputSubsystems.h"
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#include "EnhancedInputSubsystems.h"
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#include "HYInteractableActor.h"
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#include "HYInteractableActor.h"
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#include "InventoryItem.h"
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#include "InventoryItem.h"
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#include "HYAutomaticPickUp.h"
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@ -98,29 +97,12 @@ void Ahwanyoung2Character::CheckForInteractables()
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}
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}
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void Ahwanyoung2Character::CollectAutoPickups()
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{
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// Stores all the overlapping actors in an array
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TArray<AActor*> CollectedActors;
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CollectionSphere->GetOverlappingActors(CollectedActors);
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AHYPlayerCharacController* IController = Cast<AHYPlayerCharacController>(GetController());
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for (int32 indCollect = 0; indCollect < CollectedActors.Num(); ++indCollect) {
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AHYAutomaticPickUp* const Pickup = Cast<AHYAutomaticPickUp>(CollectedActors[indCollect]);
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if (Pickup && !Pickup->IsPendingKill()) {
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Pickup->Collect(IController);
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}
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}
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}
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void Ahwanyoung2Character::Tick(float DeltaTime)
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void Ahwanyoung2Character::Tick(float DeltaTime)
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{
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{
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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CheckForInteractables();
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CheckForInteractables();
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CollectAutoPickups();
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}
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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@ -219,10 +201,6 @@ void Ahwanyoung2Character::Initialize()
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// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
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// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
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// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
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// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
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CollectionSphere = CreateDefaultSubobject<USphereComponent>(TEXT("CollectionSphere"));
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CollectionSphere->SetupAttachment(RootComponent);
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CollectionSphere->SetSphereRadius(200.f);
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}
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}
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