File size: 1,969 Bytes
7fd553e
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
// Copyright Epic Games, Inc. All Rights Reserved.

#include "LyraAbilityCost_InventoryItem.h"
#include "GameplayAbilitySpec.h"
#include "GameplayAbilitySpecHandle.h"

#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAbilityCost_InventoryItem)

ULyraAbilityCost_InventoryItem::ULyraAbilityCost_InventoryItem()
{
	Quantity.SetValue(1.0f);
}

bool ULyraAbilityCost_InventoryItem::CheckCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, FGameplayTagContainer* OptionalRelevantTags) const

{
#if 0
	if (AController* PC = Ability->GetControllerFromActorInfo())
	{
		if (ULyraInventoryManagerComponent* InventoryComponent = PC->GetComponentByClass<ULyraInventoryManagerComponent>())
		{
			const int32 AbilityLevel = Ability->GetAbilityLevel(Handle, ActorInfo);

			const float NumItemsToConsumeReal = Quantity.GetValueAtLevel(AbilityLevel);
			const int32 NumItemsToConsume = FMath::TruncToInt(NumItemsToConsumeReal);

			return InventoryComponent->GetTotalItemCountByDefinition(ItemDefinition) >= NumItemsToConsume;
		}
	}
#endif
	return false;
}

void ULyraAbilityCost_InventoryItem::ApplyCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo)

{
#if 0
	if (ActorInfo->IsNetAuthority())
	{
		if (AController* PC = Ability->GetControllerFromActorInfo())
		{
			if (ULyraInventoryManagerComponent* InventoryComponent = PC->GetComponentByClass<ULyraInventoryManagerComponent>())
			{
				const int32 AbilityLevel = Ability->GetAbilityLevel(Handle, ActorInfo);

				const float NumItemsToConsumeReal = Quantity.GetValueAtLevel(AbilityLevel);
				const int32 NumItemsToConsume = FMath::TruncToInt(NumItemsToConsumeReal);

				InventoryComponent->ConsumeItemsByDefinition(ItemDefinition, NumItemsToConsume);
			}
		}
	}
#endif
}