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| #include "IPickupable.h"
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| #include "GameFramework/Actor.h"
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| #include "LyraInventoryManagerComponent.h"
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| #include "UObject/ScriptInterface.h"
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| #include UE_INLINE_GENERATED_CPP_BY_NAME(IPickupable)
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| class UActorComponent;
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| UPickupableStatics::UPickupableStatics()
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| : Super(FObjectInitializer::Get())
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| {
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| }
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| TScriptInterface<IPickupable> UPickupableStatics::GetFirstPickupableFromActor(AActor* Actor)
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| {
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| TScriptInterface<IPickupable> PickupableActor(Actor);
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| if (PickupableActor)
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| {
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| return PickupableActor;
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| }
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| TArray<UActorComponent*> PickupableComponents = Actor ? Actor->GetComponentsByInterface(UPickupable::StaticClass()) : TArray<UActorComponent*>();
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| if (PickupableComponents.Num() > 0)
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| {
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| return TScriptInterface<IPickupable>(PickupableComponents[0]);
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| }
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| return TScriptInterface<IPickupable>();
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| }
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| void UPickupableStatics::AddPickupToInventory(ULyraInventoryManagerComponent* InventoryComponent, TScriptInterface<IPickupable> Pickup)
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| {
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| if (InventoryComponent && Pickup)
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| {
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| const FInventoryPickup& PickupInventory = Pickup->GetPickupInventory();
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| for (const FPickupTemplate& Template : PickupInventory.Templates)
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| {
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| InventoryComponent->AddItemDefinition(Template.ItemDef, Template.StackCount);
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| }
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| for (const FPickupInstance& Instance : PickupInventory.Instances)
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| {
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| InventoryComponent->AddItemInstance(Instance.Item);
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| }
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| }
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| }
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