// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "CustomDataTypes.h" #include "PickableObject.h" #include "InventoryItem.h" #include "FireworksPawn.h" #include "Components/SplineComponent.h" #include "Kismet/KismetMathLibrary.h" #include "Components/SceneComponent.h" #include "WristMenuActor.generated.h" UCLASS() class FIREWORKDUELS_API AWristMenuActor : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties AWristMenuActor(); 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(EditAnywhere, BlueprintReadWrite) USplineComponent* Spline; UPROPERTY(EditAnywhere, BlueprintReadWrite) FInventory Inventory; // Methods UFUNCTION(BlueprintCallable) void InvokeInventoryMenu(); UFUNCTION(BlueprintCallable) void RevokeInventoryMenu(); UFUNCTION(BlueprintCallable) void UpdateInventory(FInventory NewInventory); };