added inventory & active object
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@@ -10,6 +10,8 @@
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#include "Projectile.h"
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#include "utils/TaskManager.h"
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#include "items/GameObjectLoader.h"
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#include "items/Item.h"
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#include "items/InteractiveObject.h"
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#include <queue>
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#include <vector>
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#include <string>
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@@ -61,12 +63,24 @@ namespace ZL {
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std::shared_ptr<Texture> benchTexture;
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VertexRenderStruct benchMesh;
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*/
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std::vector<InteractiveObject> interactiveObjects;
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Inventory inventory;
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InteractiveObject* pickedUpObject = nullptr;
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// Interactive object targeting
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InteractiveObject* targetInteractiveObject = nullptr;
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bool inventoryOpen = false;
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std::unique_ptr<Character> player;
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std::vector<std::unique_ptr<Character>> npcs;
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float cameraAzimuth = 0.0f;
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float cameraInclination = M_PI * 30.f / 180.f;
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// Public access for ScriptEngine
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MenuManager menuManager;
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ScriptEngine scriptEngine;
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private:
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bool rightMouseDown = false;
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int lastMouseX = 0;
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@@ -83,6 +97,7 @@ namespace ZL {
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void handleDown(int64_t fingerId, int mx, int my);
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void handleUp(int64_t fingerId, int mx, int my);
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void handleMotion(int64_t fingerId, int mx, int my);
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InteractiveObject* raycastInteractiveObjects(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir);
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#ifdef EMSCRIPTEN
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static Game* s_instance;
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@@ -97,9 +112,6 @@ namespace ZL {
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static const size_t CONST_TIMER_INTERVAL = 10;
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static const size_t CONST_MAX_TIME_INTERVAL = 1000;
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MenuManager menuManager;
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ScriptEngine scriptEngine;
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};
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