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Inventory.cpp
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Inventory.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
#include "Survival.h"
#include "Inventory.h"
Inventory::Inventory()
{
}
Inventory::~Inventory()
{
}
void Inventory::AddToInventory(AInteractableObject* item)
{
_inventoryItems.Add(item);
//GetWorld()->GetTimerManager().SetTimer(InventoryTimerHandler, this, &Inventory::SetPhysicsDisabled, 0.001f);
}
void Inventory::RemoveFromInventory(AInteractableObject* item)
{
_inventoryItems.Remove(item);
}
void Inventory::ShowInventory()
{
size_t itemCount = _inventoryItems.Num();
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, FString::Printf(TEXT("%d"), itemCount));
for (size_t i = 0; i < itemCount; i++)
{
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, FString(_inventoryItems[i]->_interactableObjectName.ToString()));
}
}
void Inventory::SetPhysicsDisabled()
{
//item->InteractableObjectStaticMesh->SetSimulatePhysics(false);
//GetWorld()->GetTimerManager().ClearTimer(InventoryTimerHandler);
}