RealtimeStyleTransferRuntime/Source/LyraGame/Inventory/IPickupable.cpp

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2022-05-23 18:41:30 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#include "IPickupable.h"
#include "DrawDebugHelpers.h"
#include "Abilities/GameplayAbilityTypes.h"
#include "GameFramework/Actor.h"
#include "Components/ActorComponent.h"
#include "UObject/ScriptInterface.h"
#include "Abilities/GameplayAbility.h"
#include "LyraInventoryManagerComponent.h"
UPickupableStatics::UPickupableStatics()
: Super(FObjectInitializer::Get())
{
}
TScriptInterface<IPickupable> UPickupableStatics::GetIPickupableFromActorInfo(UGameplayAbility* Ability)
{
const FGameplayAbilityActorInfo* ActorInfo = Ability->GetCurrentActorInfo();
AActor* Avatar = ActorInfo->AvatarActor.Get();
// If the actor is directly pickupable, return that.
TScriptInterface<IPickupable> PickupableActor(Avatar);
if (PickupableActor)
{
return PickupableActor;
}
// If the actor isn't pickupable, it might have a component that has a pickupable interface.
TArray<UActorComponent*> PickupableComponents = Avatar ? Avatar->GetComponentsByInterface(UPickupable::StaticClass()) : TArray<UActorComponent*>();
if (PickupableComponents.Num() > 0)
{
ensureMsgf(PickupableComponents.Num() == 1, TEXT("We don't support multiple pickupable components yet."));
return TScriptInterface<IPickupable>(PickupableComponents[0]);
}
return TScriptInterface<IPickupable>();
}
void UPickupableStatics::AddPickupInventory(ULyraInventoryManagerComponent* InventoryComponent, TScriptInterface<IPickupable> Pickupable)
{
if (InventoryComponent && Pickupable)
{
const FInventoryPickup& PickupInventory = Pickupable->GetPickupInventory();
for (const FPickupTemplate& Template : PickupInventory.Templates)
{
InventoryComponent->AddItemDefinition(Template.ItemDef, Template.StackCount);
}
for (const FPickupInstance& Instance : PickupInventory.Instances)
{
InventoryComponent->AddItemInstance(Instance.Item);
}
}
}