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| #pragma once
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| #include "Components/ControllerComponent.h"
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| #include "Inventory/LyraInventoryItemInstance.h"
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| #include "LyraQuickBarComponent.generated.h"
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| class AActor;
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| class ULyraEquipmentInstance;
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| class ULyraEquipmentManagerComponent;
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| class UObject;
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| struct FFrame;
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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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| TObjectPtr<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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| TObjectPtr<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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