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- // Fill out your copyright notice in the Description page of Project Settings.
- #pragma once
- #include "CoreMinimal.h"
- #include "InventoryItem.h"
- #include "GameFramework/Actor.h"
- #include "BaseItemPickup.generated.h"
- UCLASS()
- class INVENTORYSYSTEM_API ABaseItemPickup : public AActor
- {
- GENERATED_BODY()
- public:
- // Sets default values for this actor's properties
- ABaseItemPickup();
- protected:
- // Called when the game starts or when spawned
- virtual void BeginPlay() override;
- public:
- // Called every frame
- virtual void Tick(float DeltaTime) override;
- //Variables
- UPROPERTY(BlueprintReadOnly,EditDefaultsOnly,Category = "Inventory")
- UStaticMeshComponent* PickupMesh;
- UPROPERTY(BlueprintReadOnly,EditDefaultsOnly,Category = "Inventory")
- AInventoryItem* InventoryItem;
- };
- UENUM(BlueprintType)
- enum EItemType : uint8
- {
- /*Not Usable*/
- Misc UMETA(DisplayName = "Misc Item"),
- /*Used To Add Health*/
- Aid UMETA(DisplayName = "Aid Item"),
- /*Used To Prevent Starvation And Dehydration*/
- Food_Drink UMETA(DisplayName = "Food/Drink Item")
- };
- USTRUCT(BlueprintType)
- struct FStaticItemInfo : public FTableRowBase
- {
- GENERATED_BODY()
- UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "")
- ABaseItemPickup* ItemPickup;
- UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "")
- FName ItemName;
- UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "")
- FString ItemDescription;
- UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "")
- UTexture2D* ItemIcon;
- UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "")
- EItemType ItemType;
- };
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