107 lines
2.6 KiB
C++
107 lines
2.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ControllerComponent.h"
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#include "GameFramework/GameplayMessageSubsystem.h"
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#include "LyraQuickBarComponent.generated.h"
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class ULyraInventoryItemInstance;
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class ULyraEquipmentInstance;
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class ULyraEquipmentManagerComponent;
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UCLASS(Blueprintable, meta=(BlueprintSpawnableComponent))
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class ULyraQuickBarComponent : public UControllerComponent
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{
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GENERATED_BODY()
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public:
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ULyraQuickBarComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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UFUNCTION(BlueprintCallable, Category="Lyra")
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void CycleActiveSlotForward();
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UFUNCTION(BlueprintCallable, Category="Lyra")
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void CycleActiveSlotBackward();
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UFUNCTION(Server, Reliable, BlueprintCallable, Category="Lyra")
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void SetActiveSlotIndex(int32 NewIndex);
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UFUNCTION(BlueprintCallable, BlueprintPure=false)
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TArray<ULyraInventoryItemInstance*> GetSlots() const
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{
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return Slots;
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}
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UFUNCTION(BlueprintCallable, BlueprintPure=false)
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int32 GetActiveSlotIndex() const { return ActiveSlotIndex; }
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UFUNCTION(BlueprintCallable, BlueprintPure = false)
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ULyraInventoryItemInstance* GetActiveSlotItem() const;
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UFUNCTION(BlueprintCallable, BlueprintPure=false)
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int32 GetNextFreeItemSlot() const;
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UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly)
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void AddItemToSlot(int32 SlotIndex, ULyraInventoryItemInstance* Item);
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UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly)
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ULyraInventoryItemInstance* RemoveItemFromSlot(int32 SlotIndex);
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virtual void BeginPlay() override;
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private:
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void UnequipItemInSlot();
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void EquipItemInSlot();
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ULyraEquipmentManagerComponent* FindEquipmentManager() const;
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protected:
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UPROPERTY()
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int32 NumSlots = 3;
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UFUNCTION()
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void OnRep_Slots();
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UFUNCTION()
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void OnRep_ActiveSlotIndex();
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private:
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UPROPERTY(ReplicatedUsing=OnRep_Slots)
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TArray<TObjectPtr<ULyraInventoryItemInstance>> Slots;
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UPROPERTY(ReplicatedUsing=OnRep_ActiveSlotIndex)
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int32 ActiveSlotIndex = -1;
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UPROPERTY()
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TObjectPtr<ULyraEquipmentInstance> EquippedItem;
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};
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USTRUCT(BlueprintType)
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struct FLyraQuickBarSlotsChangedMessage
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{
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GENERATED_BODY()
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UPROPERTY(BlueprintReadOnly, Category=Inventory)
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AActor* Owner = nullptr;
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UPROPERTY(BlueprintReadOnly, Category = Inventory)
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TArray<TObjectPtr<ULyraInventoryItemInstance>> Slots;
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};
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USTRUCT(BlueprintType)
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struct FLyraQuickBarActiveIndexChangedMessage
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{
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GENERATED_BODY()
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UPROPERTY(BlueprintReadOnly, Category=Inventory)
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AActor* Owner = nullptr;
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UPROPERTY(BlueprintReadOnly, Category=Inventory)
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int32 ActiveIndex = 0;
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};
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