62 lines
1.3 KiB
C++
62 lines
1.3 KiB
C++
// Louis Hobbs | 2024-2025
|
|
|
|
|
|
#include "WeaponInventoryComponent.h"
|
|
#include "Weapon.h"
|
|
|
|
// Sets default values for this component's properties
|
|
UWeaponInventoryComponent::UWeaponInventoryComponent()
|
|
{
|
|
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
|
|
// off to improve performance if you don't need them.
|
|
PrimaryComponentTick.bCanEverTick = false;
|
|
|
|
// ...
|
|
}
|
|
|
|
|
|
// Called when the game starts
|
|
void UWeaponInventoryComponent::BeginPlay()
|
|
{
|
|
Super::BeginPlay();
|
|
|
|
InitializeInventory();
|
|
}
|
|
|
|
void UWeaponInventoryComponent::InitializeInventory()
|
|
{
|
|
Inventory.Empty();
|
|
|
|
for (TSubclassOf<AWeapon> Weapon : InitialInventory)
|
|
{
|
|
if (IsValid(Weapon))
|
|
{
|
|
AddWeaponToInventory(Weapon);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UWeaponInventoryComponent::AddWeaponToInventory(TSubclassOf<AWeapon> NewWeapon)
|
|
{
|
|
FActorSpawnParameters SpawnParameters;
|
|
SpawnParameters.Owner = GetOwner();
|
|
|
|
AWeapon* Weapon = GetWorld()->SpawnActor<AWeapon>(NewWeapon, SpawnParameters.Owner->GetTransform(), SpawnParameters);
|
|
if (Weapon->GetFollowPlayer())
|
|
{
|
|
Weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepWorldTransform);
|
|
}
|
|
else
|
|
{
|
|
Weapon->SetActorLocation(FVector::ZeroVector);
|
|
}
|
|
|
|
Inventory.Add(Weapon);
|
|
ObtainableWeapons.Remove(NewWeapon);
|
|
}
|
|
|
|
TArray<AWeapon*> UWeaponInventoryComponent::GetInventory()
|
|
{
|
|
return Inventory;
|
|
}
|