59 lines
1.3 KiB
C++
59 lines
1.3 KiB
C++
// Louis Hobbs | 2024-2025
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#include "WeaponInventoryComponent.h"
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#include "Weapon.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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InitializeInventory();
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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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FActorSpawnParameters SpawnParameters;
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SpawnParameters.Owner = GetOwner();
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AWeapon* weapon = GetWorld()->SpawnActor<AWeapon>(Weapon, GetOwner()->GetTransform(), SpawnParameters);
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if (weapon->FollowPlayer)
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{
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weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepRelativeTransform);
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}
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else
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{
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weapon->SetActorLocation(FVector::ZeroVector);
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}
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inventory.Add(weapon);
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}
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TArray<AWeapon*> UWeaponInventoryComponent::GetInventory()
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{
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return inventory;
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}
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