// All rights reserved. #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "CustomDataTypes.h" #include "GameFramework/Pawn.h" #include "InventoryManager.generated.h" UCLASS() class FIREWORKDUELS_API AInventoryManager : public AActor { GENERATED_BODY() public: UPROPERTY(BlueprintReadOnly) TMap Inventory; UFUNCTION(BlueprintCallable) void AddToInventory(const FFireworkData& Item, const int32& Quantity, const APawn* Pawn); UFUNCTION(BlueprintCallable) void RemoveFromInventory(const FFireworkData& Item, const APawn* Pawn); UFUNCTION(BlueprintCallable) void RemovePlayerItems(const APawn* Pawn); UFUNCTION(BlueprintCallable) FInventory GetInventory(); };