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InventoryManager

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Nov 6th, 2014
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  1. #pragma once
  2.  
  3. #include "Components/ActorComponent.h"
  4. #include "InventoryManager.generated.h"
  5.  
  6. /**
  7.  *
  8.  */
  9. UCLASS()
  10. class RESISTANCE_API UInventoryManager : public UActorComponent
  11. {
  12.     GENERATED_UCLASS_BODY()
  13.  
  14. public:
  15.     virtual void OnComponentCreated() override;
  16.     virtual void InitializeComponent() override;
  17.  
  18.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
  19.     TSubclassOf<class AArmor> Helmet;
  20.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
  21.     TSubclassOf<class AArmor> Body;
  22.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
  23.     TSubclassOf<class AArmor> LeftArm;
  24.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
  25.     TSubclassOf<class AArmor> RightArm;
  26.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
  27.     TSubclassOf<class AArmor> LeftLeg;
  28.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
  29.     TSubclassOf<class AArmor> RightLeg;
  30.  
  31.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapons")
  32.     TSubclassOf<class AWeapon> PrimaryWeapon;
  33.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapons")
  34.     TSubclassOf<class AWeapon> SecondaryWeapon;
  35.  
  36.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Bag")
  37.     TArray<TSubclassOf<class AItem>> Bag;
  38.  
  39. private:
  40.     AActor* EquipmentOwner;
  41.  
  42. public:
  43.     bool equipArmor();
  44.     bool equipWeapon();
  45.    
  46.     bool putInBag();
  47.     bool dropItem();
  48. };
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