Add Weapon Inventory Component
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "WeaponInventoryComponent.h"
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#include "Kismet/GameplayStatics.h"
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// Sets default values for this component's properties
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UWeaponInventoryComponent::UWeaponInventoryComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = false;
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// ...
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}
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// Called when the game starts
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void UWeaponInventoryComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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void UWeaponInventoryComponent::InitializeInventory()
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{
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inventory.Empty();
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for (TSubclassOf<AWeapon> weapon : initialInventory)
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{
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AddWeaponToInventory(weapon);
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}
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}
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void UWeaponInventoryComponent::AddWeaponToInventory(TSubclassOf<AWeapon> Weapon)
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{
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AWeapon* weapon = GetWorld()->SpawnActor<AWeapon>(Weapon);
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weapon->SetActorTransform(GetOwner()->GetTransform());
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weapon->SetOwner(GetOwner());
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weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepRelativeTransform);
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inventory.Add(weapon);
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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 "Weapon.h"
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#include "Components/ActorComponent.h"
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#include "WeaponInventoryComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class VAMPIRES_API UWeaponInventoryComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UPROPERTY()
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TArray<TSubclassOf<AWeapon>> initialInventory;
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private:
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UPROPERTY()
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TArray<AWeapon*> inventory;
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public:
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// Sets default values for this component's properties
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UWeaponInventoryComponent();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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UFUNCTION()
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void InitializeInventory();
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UFUNCTION()
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void AddWeaponToInventory(TSubclassOf<AWeapon> Weapon);
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};
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