File size: 2,168 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 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "LyraInventoryItemInstance.h"
#include "Inventory/LyraInventoryItemDefinition.h"
#include "Net/UnrealNetwork.h"
#if UE_WITH_IRIS
#include "Iris/ReplicationSystem/ReplicationFragmentUtil.h"
#endif // UE_WITH_IRIS
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraInventoryItemInstance)
class FLifetimeProperty;
ULyraInventoryItemInstance::ULyraInventoryItemInstance(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void ULyraInventoryItemInstance::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ThisClass, StatTags);
DOREPLIFETIME(ThisClass, ItemDef);
}
#if UE_WITH_IRIS
void ULyraInventoryItemInstance::RegisterReplicationFragments(UE::Net::FFragmentRegistrationContext& Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags)
{
using namespace UE::Net;
// Build descriptors and allocate PropertyReplicationFragments for this object
FReplicationFragmentUtil::CreateAndRegisterFragmentsForObject(this, Context, RegistrationFlags);
}
#endif // UE_WITH_IRIS
void ULyraInventoryItemInstance::AddStatTagStack(FGameplayTag Tag, int32 StackCount)
{
StatTags.AddStack(Tag, StackCount);
}
void ULyraInventoryItemInstance::RemoveStatTagStack(FGameplayTag Tag, int32 StackCount)
{
StatTags.RemoveStack(Tag, StackCount);
}
int32 ULyraInventoryItemInstance::GetStatTagStackCount(FGameplayTag Tag) const
{
return StatTags.GetStackCount(Tag);
}
bool ULyraInventoryItemInstance::HasStatTag(FGameplayTag Tag) const
{
return StatTags.ContainsTag(Tag);
}
void ULyraInventoryItemInstance::SetItemDef(TSubclassOf<ULyraInventoryItemDefinition> InDef)
{
ItemDef = InDef;
}
const ULyraInventoryItemFragment* ULyraInventoryItemInstance::FindFragmentByClass(TSubclassOf<ULyraInventoryItemFragment> FragmentClass) const
{
if ((ItemDef != nullptr) && (FragmentClass != nullptr))
{
return GetDefault<ULyraInventoryItemDefinition>(ItemDef)->FindFragmentByClass(FragmentClass);
}
return nullptr;
}
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