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不明不惑
2026-03-03 01:23:02 +08:00
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "GIS_EquipmentActorInterface.h"
#include "GIS_EquipmentInstance.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GIS_EquipmentActorInterface)
// Add default functionality here for any IGIS_EquipmentActorInterface functions that are not pure virtual.
void IGIS_EquipmentActorInterface::ReceiveSourceEquipment_Implementation(UGIS_EquipmentInstance* NewEquipmentInstance, int32 Idx)
{
}
UGIS_EquipmentInstance* IGIS_EquipmentActorInterface::GetSourceEquipment_Implementation() const
{
return nullptr;
}
void IGIS_EquipmentActorInterface::ReceiveEquipmentBeginPlay_Implementation()
{
}
void IGIS_EquipmentActorInterface::ReceiveEquipmentEndPlay_Implementation()
{
}
UPrimitiveComponent* IGIS_EquipmentActorInterface::GetPrimitiveComponent_Implementation() const
{
return nullptr;
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "GIS_EquipmentInstance.h"
#include "Engine/World.h"
#include "Components/SkeletalMeshComponent.h"
#include "Engine/BlueprintGeneratedClass.h"
#include "GameFramework/Character.h"
#include "Net/UnrealNetwork.h"
#include "TimerManager.h"
#if UE_WITH_IRIS
#include "Iris/ReplicationSystem/ReplicationFragmentUtil.h"
#endif // UE_WITH_IRIS
#include "GIS_EquipmentActorInterface.h"
#include "GIS_EquipmentSystemComponent.h"
#include "Items/GIS_ItemInstance.h"
#include "GIS_ItemFragment_Equippable.h"
#include "GIS_LogChannels.h"
#include "Pickups/GIS_WorldItemComponent.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GIS_EquipmentInstance)
class FLifetimeProperty;
class UClass;
class USceneComponent;
UGIS_EquipmentInstance::UGIS_EquipmentInstance(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bIsActive = false;
}
bool UGIS_EquipmentInstance::IsSupportedForNetworking() const
{
return true;
}
UWorld* UGIS_EquipmentInstance::GetWorld() const
{
if (OwningPawn)
{
return OwningPawn->GetWorld();
}
if (UObject* Outer = GetOuter())
{
return Outer->GetWorld();
}
return nullptr;
}
void UGIS_EquipmentInstance::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
// DOREPLIFETIME(ThisClass, SourceItem);
// fix: https://forums.unrealengine.com/t/subobject-replication-for-blueprint-child-class/106205/4
UBlueprintGeneratedClass* bpClass = Cast<UBlueprintGeneratedClass>(this->GetClass());
if (bpClass != nullptr)
{
bpClass->GetLifetimeBlueprintReplicationList(OutLifetimeProps);
}
DOREPLIFETIME(ThisClass, EquipmentActors);
}
void UGIS_EquipmentInstance::ReceiveOwningPawn_Implementation(APawn* NewPawn)
{
OwningPawn = NewPawn;
}
APawn* UGIS_EquipmentInstance::GetOwningPawn_Implementation() const
{
return OwningPawn;
}
void UGIS_EquipmentInstance::ReceiveSourceItem_Implementation(UGIS_ItemInstance* NewItem)
{
SourceItem = NewItem;
}
UGIS_ItemInstance* UGIS_EquipmentInstance::GetSourceItem_Implementation() const
{
return SourceItem;
}
void UGIS_EquipmentInstance::OnEquipmentBeginPlay_Implementation()
{
if (OwningPawn->HasAuthority())
{
SpawnAndSetupEquipmentActors(SourceItem->FindFragmentByClass<UGIS_ItemFragment_Equippable>()->ActorsToSpawn);
}
else
{
SetupEquipmentActors(EquipmentActors);
}
}
void UGIS_EquipmentInstance::OnEquipmentTick_Implementation(float DeltaSeconds)
{
}
void UGIS_EquipmentInstance::OnEquipmentEndPlay_Implementation()
{
DestroyEquipmentActors();
}
#if UE_WITH_IRIS
void UGIS_EquipmentInstance::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
bool UGIS_EquipmentInstance::IsEquipmentActive_Implementation() const
{
return bIsActive;
}
void UGIS_EquipmentInstance::OnActiveStateChanged_Implementation(bool NewActiveState)
{
bIsActive = NewActiveState;
SetupActiveStateForEquipmentActors(EquipmentActors);
OnActiveStateChangedEvent.Broadcast(NewActiveState);
}
APawn* UGIS_EquipmentInstance::GetTypedOwningPawn(TSubclassOf<APawn> PawnType) const
{
APawn* Result = nullptr;
if (UClass* ActualPawnType = PawnType)
{
if (APawn* Pawn = Execute_GetOwningPawn(this))
{
if (Pawn->IsA(ActualPawnType))
{
Result = Pawn;
}
}
}
return Result;
}
bool UGIS_EquipmentInstance::CanActivate_Implementation() const
{
return true;
}
int32 UGIS_EquipmentInstance::GetIndexOfEquipmentActor(const AActor* InEquipmentActor) const
{
if (IsValid(InEquipmentActor) && EquipmentActors.Contains(InEquipmentActor))
{
for (int32 i = 0; i < EquipmentActors.Num(); i++)
{
if (EquipmentActors[i] == InEquipmentActor)
{
return i;
}
}
}
return INDEX_NONE;
}
AActor* UGIS_EquipmentInstance::GetTypedEquipmentActor(TSubclassOf<AActor> DesiredClass) const
{
if (UClass* RealClass = DesiredClass)
{
for (const TObjectPtr<AActor>& SpawnedActor : EquipmentActors)
{
if (SpawnedActor && SpawnedActor->GetClass()->IsChildOf(RealClass))
{
return SpawnedActor;
}
}
}
return nullptr;
}
void UGIS_EquipmentInstance::SpawnAndSetupEquipmentActors(const TArray<FGIS_EquipmentActorToSpawn>& ActorsToSpawn)
{
if (OwningPawn == nullptr || !OwningPawn->HasAuthority())
{
return;
}
USceneComponent* AttachParent = GetAttachParentForSpawnedActors(OwningPawn);
for (int32 i = 0; i < ActorsToSpawn.Num(); ++i)
{
const FGIS_EquipmentActorToSpawn& SpawnInfo = ActorsToSpawn[i];
if (SpawnInfo.ActorToSpawn.IsNull())
{
continue;
}
TSubclassOf<AActor> ActorClass = SpawnInfo.ActorToSpawn.LoadSynchronous();
if (!ActorClass)
{
GIS_CLOG(Warning, "%s Failed to load actor class at index: %d ", *GetName(), i);
continue;
}
if (!ActorClass->ImplementsInterface(UGIS_EquipmentActorInterface::StaticClass()))
{
GIS_CLOG(Warning, "actor class(%s) doesn't implements:%s", *ActorClass->GetName(), *UGIS_EquipmentActorInterface::StaticClass()->GetName());
continue;
}
AActor* NewActor = GetWorld()->SpawnActorDeferred<AActor>(ActorClass, FTransform::Identity, OwningPawn);
if (NewActor == nullptr)
{
GIS_CLOG(Warning, "%s Failed to spawn actor of class: %s at index: %d ", *GetName(), *ActorClass->GetName(), i);
continue;
}
BeforeSpawningActor(NewActor);
NewActor->FinishSpawning(FTransform::Identity, /*bIsDefaultTransform=*/true);
if (SpawnInfo.bShouldAttach)
{
NewActor->SetActorRelativeTransform(SpawnInfo.AttachTransform);
NewActor->AttachToComponent(AttachParent, FAttachmentTransformRules::KeepRelativeTransform, SpawnInfo.AttachSocket);
}
EquipmentActors.Add(NewActor);
}
SetupEquipmentActors(EquipmentActors);
}
void UGIS_EquipmentInstance::DestroyEquipmentActors()
{
if (OwningPawn == nullptr || !OwningPawn->HasAuthority())
{
return;
}
for (AActor* Actor : EquipmentActors)
{
if (!IsValid(Actor))
{
continue;
}
if (IsValid(Actor) && Actor->GetClass()->ImplementsInterface(UGIS_EquipmentActorInterface::StaticClass()))
{
IGIS_EquipmentActorInterface::Execute_ReceiveEquipmentEndPlay(Actor);
}
if (IsValid(Actor))
{
Actor->Destroy();
}
}
EquipmentActors.Empty();
}
USceneComponent* UGIS_EquipmentInstance::GetAttachParentForSpawnedActors_Implementation(APawn* Pawn) const
{
if (ACharacter* Char = Cast<ACharacter>(Pawn))
{
return Char->GetMesh();
}
if (Pawn)
{
return Pawn->FindComponentByClass<USkeletalMeshComponent>();
}
return nullptr;
}
void UGIS_EquipmentInstance::BeforeSpawningActor_Implementation(AActor* SpawningActor) const
{
}
void UGIS_EquipmentInstance::SetupEquipmentActors_Implementation(const TArray<AActor*>& InActors)
{
if (!OwningPawn)
{
return;
}
if (OwningPawn->HasAuthority())
{
for (int32 i = 0; i < InActors.Num(); i++)
{
UGIS_WorldItemComponent* WorldItem = InActors[i]->FindComponentByClass<UGIS_WorldItemComponent>();
if (WorldItem != nullptr)
{
WorldItem->SetItemInfo(SourceItem, 1);
}
}
}
for (int32 i = 0; i < InActors.Num(); i++)
{
AActor* Actor = InActors[i];
if (IsValid(Actor))
{
if (Actor->GetClass()->ImplementsInterface(UGIS_EquipmentActorInterface::StaticClass()))
{
IGIS_EquipmentActorInterface::Execute_ReceiveSourceEquipment(Actor, this, i);
IGIS_EquipmentActorInterface::Execute_ReceiveEquipmentBeginPlay(Actor);
}
}
}
}
void UGIS_EquipmentInstance::OnRep_EquipmentActors()
{
}
bool UGIS_EquipmentInstance::IsEquipmentActorsValid(int32 Num) const
{
if (EquipmentActors.Num() == Num)
{
bool bValid = true;
for (int32 i = 0; i < EquipmentActors.Num(); i++)
{
if (!IsValid(EquipmentActors[i]))
{
bValid = false;
break;
}
}
return bValid;
}
return false;
}
void UGIS_EquipmentInstance::SetupInitialStateForEquipmentActors(const TArray<AActor*>& InActors)
{
}
void UGIS_EquipmentInstance::SetupActiveStateForEquipmentActors(const TArray<AActor*>& InActors) const
{
for (int32 i = 0; i < InActors.Num(); i++)
{
AActor* Actor = InActors[i];
if (IsValid(Actor) && Actor->GetClass()->ImplementsInterface(UGIS_EquipmentInterface::StaticClass()))
{
Execute_OnActiveStateChanged(Actor, bIsActive);
}
}
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "GIS_EquipmentInterface.h"
#include "GameFramework/Pawn.h"
#include "GIS_EquipmentInstance.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GIS_EquipmentInterface)
void IGIS_EquipmentInterface::ReceiveOwningPawn_Implementation(APawn* NewPawn)
{
}
APawn* IGIS_EquipmentInterface::GetOwningPawn_Implementation() const
{
APawn* ReturnPawn = Cast<APawn>(_getUObject()->GetOuter());
return ReturnPawn;
}
void IGIS_EquipmentInterface::ReceiveSourceItem_Implementation(UGIS_ItemInstance* NewItem)
{
}
UGIS_ItemInstance* IGIS_EquipmentInterface::GetSourceItem_Implementation() const
{
return nullptr;
}
void IGIS_EquipmentInterface::OnActiveStateChanged_Implementation(bool bNewActiveState)
{
}
bool IGIS_EquipmentInterface::IsEquipmentActive_Implementation() const
{
return false;
}
void IGIS_EquipmentInterface::OnEquipmentBeginPlay_Implementation()
{
}
void IGIS_EquipmentInterface::OnOnEquipmentTick_Implementation(float DeltaSeconds)
{
}
void IGIS_EquipmentInterface::OnEquipmentEndPlay_Implementation()
{
}
// Add default functionality here for any IGIS_EquipmentInterface functions that are not pure virtual.
bool IGIS_EquipmentInterface::IsReplicationManaged_Implementation()
{
return _getUObject() && _getUObject()->GetClass()->IsChildOf(UGIS_EquipmentInstance::StaticClass());
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "GIS_EquipmentStructLibrary.h"
#include "GIS_EquipmentInstance.h"
#include "GIS_EquipmentSystemComponent.h"
#include "GIS_ItemFragment_Equippable.h"
#include "GIS_ItemInstance.h"
#include "GIS_LogChannels.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GIS_EquipmentStructLibrary)
FString FGIS_EquipmentEntry::GetDebugString() const
{
return FString::Printf(TEXT("%s"), *GetNameSafe(Instance));
}
bool FGIS_EquipmentEntry::CheckClientDataReady() const
{
bool bDataReady = Instance != nullptr && ItemInstance != nullptr && EquippedSlot.IsValid();
if (!bDataReady)
{
return false;
}
UGIS_EquipmentInstance* EquipmentInstance = Cast<UGIS_EquipmentInstance>(Instance);
if (!EquipmentInstance)
return true;
const UGIS_ItemFragment_Equippable* Equippable = ItemInstance->FindFragmentByClass<UGIS_ItemFragment_Equippable>();
if (!Equippable || Equippable->bActorBased || Equippable->ActorsToSpawn.IsEmpty())
return true;
TArray<AActor*> EquipmentActors = EquipmentInstance->GetEquipmentActors();
// actor num doesn't match.
if (EquipmentActors.Num() != Equippable->ActorsToSpawn.Num())
{
return false;
}
bool bValid = true;
for (int32 i = 0; i < EquipmentActors.Num(); i++)
{
if (!::IsValid(EquipmentActors[i]))
{
bValid = false;
break;
}
}
return bValid;
}
bool FGIS_EquipmentEntry::IsValidEntry() const
{
return Instance != nullptr && ItemInstance != nullptr && EquippedSlot.IsValid();
}
void FGIS_EquipmentContainer::PreReplicatedRemove(const TArrayView<int32> RemovedIndices, int32 FinalSize)
{
for (int32 Index : RemovedIndices)
{
FGIS_EquipmentEntry& Entry = Entries[Index];
// already in the list.
if (OwningComponent->SlotToInstanceMap.Contains(Entry.EquippedSlot))
{
OwningComponent->OnEquipmentEntryRemoved(Entry, Index);
}
else if (OwningComponent->PendingEquipmentEntries.Contains(Index))
{
GIS_OWNED_CLOG(OwningComponent, Warning, "Discard pending equipment(%s).", *OwningComponent->PendingEquipmentEntries[Index].GetDebugString())
OwningComponent->PendingEquipmentEntries.Remove(Index);
}
Entry.bPrevActive = Entry.bActive;
Entry.PrevEquippedGroup = Entry.EquippedGroup;
}
}
void FGIS_EquipmentContainer::PostReplicatedAdd(const TArrayView<int32> AddedIndices, int32 FinalSize)
{
for (int32 Index : AddedIndices)
{
FGIS_EquipmentEntry& Entry = Entries[Index];
if (OwningComponent)
{
if (OwningComponent->GetOwner() && OwningComponent->IsEquipmentSystemInitialized() && Entry.CheckClientDataReady())
{
OwningComponent->OnEquipmentEntryAdded(Entry, Index);
}
else
{
OwningComponent->PendingEquipmentEntries.Add(Index, Entry);
}
}
Entry.bPrevActive = Entry.bActive;
}
}
void FGIS_EquipmentContainer::PostReplicatedChange(const TArrayView<int32> ChangedIndices, int32 FinalSize)
{
for (int32 Index : ChangedIndices)
{
FGIS_EquipmentEntry& Entry = Entries[Index];
if (OwningComponent->SlotToInstanceMap.Contains(Entry.EquippedSlot)) // Already Added.
{
OwningComponent->OnEquipmentEntryChanged(Entry, Index);
}
else if (OwningComponent->PendingEquipmentEntries.Contains(Index)) // In pending list.
{
OwningComponent->PendingEquipmentEntries.Emplace(Index, Entry);
}
else
{
OwningComponent->PendingEquipmentEntries.Add(Index, Entry); // Add to pending list.
}
Entry.bPrevActive = Entry.bActive;
Entry.PrevEquippedGroup = Entry.EquippedGroup;
}
}
int32 FGIS_EquipmentContainer::IndexOfBySlot(const FGameplayTag& Slot) const
{
if (!Slot.IsValid())
{
return INDEX_NONE;
}
return Entries.IndexOfByPredicate([Slot](const FGIS_EquipmentEntry& Entry)
{
return Entry.EquippedSlot == Slot;
});
}
int32 FGIS_EquipmentContainer::IndexOfByGroup(const FGameplayTag& Group) const
{
if (!Group.IsValid())
{
return INDEX_NONE;
}
return Entries.IndexOfByPredicate([Group](const FGIS_EquipmentEntry& Entry)
{
return Entry.EquippedGroup.IsValid() && Entry.EquippedGroup == Group;
});
}
int32 FGIS_EquipmentContainer::IndexOfByInstance(const UObject* Instance) const
{
if (!IsValid(Instance))
{
return INDEX_NONE;
}
return Entries.IndexOfByPredicate([Instance](const FGIS_EquipmentEntry& Entry)
{
return Entry.Instance && Entry.Instance == Instance;
});
}
int32 FGIS_EquipmentContainer::IndexOfByItem(const UGIS_ItemInstance* Item) const
{
if (!IsValid(Item))
{
return INDEX_NONE;
}
return Entries.IndexOfByPredicate([Item](const FGIS_EquipmentEntry& Entry)
{
return Entry.ItemInstance && Entry.ItemInstance == Item;
});
}
int32 FGIS_EquipmentContainer::IndexOfByItemId(const FGuid& ItemId) const
{
if (!ItemId.IsValid())
{
return INDEX_NONE;
}
return Entries.IndexOfByPredicate([ItemId](const FGIS_EquipmentEntry& Entry)
{
return Entry.ItemInstance && Entry.ItemInstance->GetItemId() == ItemId;
});
}