RealtimeStyleTransferRuntime/Source/LyraGame/Inventory/IPickupable.cpp

52 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "IPickupable.h"
#include "GameFramework/Actor.h"
#include "LyraInventoryManagerComponent.h"
#include "UObject/ScriptInterface.h"
class UActorComponent;
UPickupableStatics::UPickupableStatics()
: Super(FObjectInitializer::Get())
{
}
TScriptInterface<IPickupable> UPickupableStatics::GetFirstPickupableFromActor(AActor* Actor)
{
// If the actor is directly pickupable, return that.
TScriptInterface<IPickupable> PickupableActor(Actor);
if (PickupableActor)
{
return PickupableActor;
}
// If the actor isn't pickupable, it might have a component that has a pickupable interface.
TArray<UActorComponent*> PickupableComponents = Actor ? Actor->GetComponentsByInterface(UPickupable::StaticClass()) : TArray<UActorComponent*>();
if (PickupableComponents.Num() > 0)
{
// Get first pickupable, if the user needs more sophisticated pickup distinction, will need to be solved elsewhere.
return TScriptInterface<IPickupable>(PickupableComponents[0]);
}
return TScriptInterface<IPickupable>();
}
void UPickupableStatics::AddPickupToInventory(ULyraInventoryManagerComponent* InventoryComponent, TScriptInterface<IPickupable> Pickup)
{
if (InventoryComponent && Pickup)
{
const FInventoryPickup& PickupInventory = Pickup->GetPickupInventory();
for (const FPickupTemplate& Template : PickupInventory.Templates)
{
InventoryComponent->AddItemDefinition(Template.ItemDef, Template.StackCount);
}
for (const FPickupInstance& Instance : PickupInventory.Instances)
{
InventoryComponent->AddItemInstance(Instance.Item);
}
}
}