DRG-Femboy-Voice/Source/FSD/Public/InventoryBase.h
2025-04-15 12:39:31 -07:00

72 lines
2.1 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "EquippedActorData.h"
#include "InventoryBase.generated.h"
class AActor;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UInventoryBase : public UActorComponent {
GENERATED_BODY()
public:
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ActorsSelectable, meta=(AllowPrivateAccess=true))
TArray<AActor*> ActorsSelectable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ActorsNonSelectable, meta=(AllowPrivateAccess=true))
TArray<AActor*> ActorsNonSelectable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_EquippedActor, meta=(AllowPrivateAccess=true))
FEquippedActorData EquippedActor;
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
AActor* LastEquippedActors[2];
public:
UInventoryBase();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
private:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_SetEquippedActor(const FEquippedActorData& Actor, bool CallClientDelayed);
public:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_EquipExternalActor(AActor* Actor);
private:
UFUNCTION(BlueprintCallable)
void OnRep_EquippedActor(FEquippedActorData& OldActor);
protected:
UFUNCTION(BlueprintCallable)
void OnRep_ActorsSelectable();
UFUNCTION(BlueprintCallable)
void OnRep_ActorsNonSelectable();
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
TArray<AActor*> GetSelectableActors() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
TArray<AActor*> GetAllItems() const;
UFUNCTION(BlueprintCallable)
void EquipPrevious();
UFUNCTION(BlueprintCallable)
void EquipNull();
UFUNCTION(BlueprintCallable)
void EquipNext();
UFUNCTION(BlueprintCallable)
void EquipLast();
UFUNCTION(BlueprintCallable)
void EquipAtIndex(int32 Index, bool ignoreUsing);
};