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- #pragma once
- #include "Components/ActorComponent.h"
- #include "InventoryManager.generated.h"
- /**
- *
- */
- UCLASS()
- class RESISTANCE_API UInventoryManager : public UActorComponent
- {
- GENERATED_UCLASS_BODY()
- public:
- virtual void OnComponentCreated() override;
- virtual void InitializeComponent() override;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
- TSubclassOf<class AArmor> Helmet;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
- TSubclassOf<class AArmor> Body;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
- TSubclassOf<class AArmor> LeftArm;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
- TSubclassOf<class AArmor> RightArm;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
- TSubclassOf<class AArmor> LeftLeg;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
- TSubclassOf<class AArmor> RightLeg;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapons")
- TSubclassOf<class AWeapon> PrimaryWeapon;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapons")
- TSubclassOf<class AWeapon> SecondaryWeapon;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Bag")
- TArray<TSubclassOf<class AItem>> Bag;
- private:
- AActor* EquipmentOwner;
- public:
- bool equipArmor();
- bool equipWeapon();
- bool putInBag();
- bool dropItem();
- };
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