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"Components/BoxComponent.h" + +// Sets default values +AItem::AItem() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + + ItemMesh = CreateDefaultSubobject(TEXT("ItemMesh")); + SetRootComponent(ItemMesh); + + CollisionBox = CreateDefaultSubobject(TEXT("CollisionBox")); + CollisionBox->SetupAttachment(ItemMesh); +} + +// Called when the game starts or when spawned +void AItem::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AItem::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + diff --git a/Source/Shooter/Item.h b/Source/Shooter/Item.h new file mode 100644 index 00000000..bd361597 --- /dev/null +++ b/Source/Shooter/Item.h @@ -0,0 +1,45 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "Item.generated.h" + +class UBoxComponent; +class UWidgetComponent; + +UCLASS() +class SHOOTER_API AItem : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AItem(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + +private: + + /* Skeletal mesh for the item */ + UPROPERTY(VisibleAnywhere, BlueprintReadonly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + USkeletalMeshComponent* ItemMesh; + + /* Line trace collides with box to show HUD widgets */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + UBoxComponent* CollisionBox; + + /* Popup widget for when the player looks at the item */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + UWidgetComponent* PickupWidget; + +public: + +}; diff --git a/Source/Shooter/Shooter.Build.cs b/Source/Shooter/Shooter.Build.cs index aa17ac7f..521b8aac 100644 --- a/Source/Shooter/Shooter.Build.cs +++ b/Source/Shooter/Shooter.Build.cs @@ -8,7 +8,7 @@ public class Shooter : ModuleRules { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; - PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" }); + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG" }); PrivateDependencyModuleNames.AddRange(new string[] { }); diff --git a/Source/Shooter/Weapon.cpp b/Source/Shooter/Weapon.cpp new file mode 100644 index 00000000..5fc34e0e --- /dev/null +++ b/Source/Shooter/Weapon.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "Weapon.h" + diff --git a/Source/Shooter/Weapon.h b/Source/Shooter/Weapon.h new file mode 100644 index 00000000..d5d6bea9 --- /dev/null +++ b/Source/Shooter/Weapon.h @@ -0,0 +1,17 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Item.h" +#include "Weapon.generated.h" + +/** + * + */ +UCLASS() +class SHOOTER_API AWeapon : public AItem +{ + GENERATED_BODY() + +};