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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class ULyraInventoryItemDefinition; | |
| class ULyraInventoryItemInstance; | |
| class ULyraInventoryManagerComponent; | |
| class UObject; | |
| struct FFrame; | |
| struct FLyraInventoryList; | |
| struct FNetDeltaSerializeInfo; | |
| struct FReplicationFlags; | |
| /** A message when an item is added to the inventory */ | |
| USTRUCT(BlueprintType) | |
| struct FLyraInventoryChangeMessage | |
| { | |
| GENERATED_BODY() | |
| //@TODO: Tag based names+owning actors for inventories instead of directly exposing the component? | |
| UPROPERTY(BlueprintReadOnly, Category=Inventory) | |
| TObjectPtr<UActorComponent> InventoryOwner = nullptr; | |
| UPROPERTY(BlueprintReadOnly, Category = Inventory) | |
| TObjectPtr<ULyraInventoryItemInstance> Instance = nullptr; | |
| UPROPERTY(BlueprintReadOnly, Category=Inventory) | |
| int32 NewCount = 0; | |
| UPROPERTY(BlueprintReadOnly, Category=Inventory) | |
| int32 Delta = 0; | |
| }; | |
| /** A single entry in an inventory */ | |
| USTRUCT(BlueprintType) | |
| struct FLyraInventoryEntry : public FFastArraySerializerItem | |
| { | |
| GENERATED_BODY() | |
| FLyraInventoryEntry() | |
| {} | |
| FString GetDebugString() const; | |
| private: | |
| friend FLyraInventoryList; | |
| friend ULyraInventoryManagerComponent; | |
| UPROPERTY() | |
| TObjectPtr<ULyraInventoryItemInstance> Instance = nullptr; | |
| UPROPERTY() | |
| int32 StackCount = 0; | |
| UPROPERTY(NotReplicated) | |
| int32 LastObservedCount = INDEX_NONE; | |
| }; | |
| /** List of inventory items */ | |
| USTRUCT(BlueprintType) | |
| struct FLyraInventoryList : public FFastArraySerializer | |
| { | |
| GENERATED_BODY() | |
| FLyraInventoryList() | |
| : OwnerComponent(nullptr) | |
| { | |
| } | |
| FLyraInventoryList(UActorComponent* InOwnerComponent) | |
| : OwnerComponent(InOwnerComponent) | |
| { | |
| } | |
| TArray<ULyraInventoryItemInstance*> GetAllItems() const; | |
| public: | |
| //~FFastArraySerializer contract | |
| void PreReplicatedRemove(const TArrayView<int32> RemovedIndices, int32 FinalSize); | |
| void PostReplicatedAdd(const TArrayView<int32> AddedIndices, int32 FinalSize); | |
| void PostReplicatedChange(const TArrayView<int32> ChangedIndices, int32 FinalSize); | |
| //~End of FFastArraySerializer contract | |
| bool NetDeltaSerialize(FNetDeltaSerializeInfo& DeltaParms) | |
| { | |
| return FFastArraySerializer::FastArrayDeltaSerialize<FLyraInventoryEntry, FLyraInventoryList>(Entries, DeltaParms, *this); | |
| } | |
| ULyraInventoryItemInstance* AddEntry(TSubclassOf<ULyraInventoryItemDefinition> ItemClass, int32 StackCount); | |
| void AddEntry(ULyraInventoryItemInstance* Instance); | |
| void RemoveEntry(ULyraInventoryItemInstance* Instance); | |
| private: | |
| void BroadcastChangeMessage(FLyraInventoryEntry& Entry, int32 OldCount, int32 NewCount); | |
| private: | |
| friend ULyraInventoryManagerComponent; | |
| private: | |
| // Replicated list of items | |
| UPROPERTY() | |
| TArray<FLyraInventoryEntry> Entries; | |
| UPROPERTY(NotReplicated) | |
| TObjectPtr<UActorComponent> OwnerComponent; | |
| }; | |
| template<> | |
| struct TStructOpsTypeTraits<FLyraInventoryList> : public TStructOpsTypeTraitsBase2<FLyraInventoryList> | |
| { | |
| enum { WithNetDeltaSerializer = true }; | |
| }; | |
| /** | |
| * Manages an inventory | |
| */ | |
| UCLASS(MinimalAPI, BlueprintType) | |
| class ULyraInventoryManagerComponent : public UActorComponent | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UE_API ULyraInventoryManagerComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); | |
| UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Inventory) | |
| UE_API bool CanAddItemDefinition(TSubclassOf<ULyraInventoryItemDefinition> ItemDef, int32 StackCount = 1); | |
| UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Inventory) | |
| UE_API ULyraInventoryItemInstance* AddItemDefinition(TSubclassOf<ULyraInventoryItemDefinition> ItemDef, int32 StackCount = 1); | |
| UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Inventory) | |
| UE_API void AddItemInstance(ULyraInventoryItemInstance* ItemInstance); | |
| UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Inventory) | |
| UE_API void RemoveItemInstance(ULyraInventoryItemInstance* ItemInstance); | |
| UFUNCTION(BlueprintCallable, Category=Inventory, BlueprintPure=false) | |
| UE_API TArray<ULyraInventoryItemInstance*> GetAllItems() const; | |
| UFUNCTION(BlueprintCallable, Category=Inventory, BlueprintPure) | |
| UE_API ULyraInventoryItemInstance* FindFirstItemStackByDefinition(TSubclassOf<ULyraInventoryItemDefinition> ItemDef) const; | |
| UE_API int32 GetTotalItemCountByDefinition(TSubclassOf<ULyraInventoryItemDefinition> ItemDef) const; | |
| UE_API bool ConsumeItemsByDefinition(TSubclassOf<ULyraInventoryItemDefinition> ItemDef, int32 NumToConsume); | |
| //~UObject interface | |
| UE_API virtual bool ReplicateSubobjects(class UActorChannel* Channel, class FOutBunch* Bunch, FReplicationFlags* RepFlags) override; | |
| UE_API virtual void ReadyForReplication() override; | |
| //~End of UObject interface | |
| private: | |
| UPROPERTY(Replicated) | |
| FLyraInventoryList InventoryList; | |
| }; | |