77 lines
1.8 KiB
C++
77 lines
1.8 KiB
C++
/*!
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* @author SIMAILA Djalim
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*/
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "Item.generated.h"
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/**
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* @brief This class is the base class for all items in the game.
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*/
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UCLASS(Blueprintable)
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class SURREALISM_API AItem : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AItem();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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/**
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* @brief The name of the item.
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*/
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item")
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FString item_name = "Item name";
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/**
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* @brief The description of the item.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
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FString item_description = "Item description";
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/**
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* @brief This function returns the name of the item.
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*/
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UFUNCTION(BlueprintCallable,CallInEditor , Category = "Item")
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FString get_item_name();
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/**
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* @brief This function returns the description of the item.
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* @return The description of the item.
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*/
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UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item")
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FString get_item_description();
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/**
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* @brief This function sets the name of the item.
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* @param new_name The new name of the item.
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*/
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UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item")
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void set_item_name(FString new_name);
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/**
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* @brief This function sets the description of the item.
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* @param new_description The new description of the item.
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*/
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UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item")
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void set_item_description(FString new_description);
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/**
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* @brief This function sends the item to the journal.
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*/
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UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item")
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void send_item_to_journal();
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};
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