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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.
#pragma once
#include "CoreMinimal.h"
#include "GIS_DropperComponent.h"
#include "GIS_CurrencyDropper.generated.h"
class UGIS_CurrencySystemComponent;
/**
* Component for handling currency drop logic.
* 处理货币掉落逻辑的组件。
*/
UCLASS(ClassGroup=(GIS), meta=(BlueprintSpawnableComponent))
class GENERICINVENTORYSYSTEM_API UGIS_CurrencyDropper : public UGIS_DropperComponent
{
GENERATED_BODY()
public:
/**
* Initializes the currency dropper component at the start of play.
* 在游戏开始时初始化货币掉落组件。
*/
virtual void BeginPlay() override;
/**
* Executes the currency drop logic.
* 执行货币掉落逻辑。
*/
virtual void Drop() override;
protected:
/**
* Reference to the currency system component.
* 货币系统组件的引用。
*/
UPROPERTY()
UGIS_CurrencySystemComponent* MyCurrency;
#if WITH_EDITOR
/**
* Validates the component's data in the editor.
* 在编辑器中验证组件的数据。
* @param Context The data validation context. 数据验证上下文。
* @return The result of the data validation. 数据验证的结果。
*/
virtual EDataValidationResult IsDataValid(FDataValidationContext& Context) const override;
#endif
};

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/SceneComponent.h"
#include "GIS_DropperComponent.generated.h"
/**
* Abstract base class for a component that handles dropping items in the game world.
* 用于在游戏世界中处理道具掉落的抽象基类组件。
*/
UCLASS(Abstract, ClassGroup=(GIS))
class GENERICINVENTORYSYSTEM_API UGIS_DropperComponent : public UActorComponent
{
GENERATED_BODY()
public:
/**
* Constructor for the dropper component, sets default values for properties.
* 掉落组件的构造函数,设置属性的默认值。
*/
UGIS_DropperComponent();
/**
* Drops an item in the game world (authority only).
* 在游戏世界中掉落道具(仅限权限)。
*/
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category="GIS|Dropper")
virtual void Drop();
protected:
/**
* Creates an instance of the pickup actor using the specified PickupActorClass.
* 使用指定的PickupActorClass创建拾取Actor的实例。
* @return The spawned pickup actor instance, or nullptr if creation fails. 创建的拾取Actor实例如果创建失败则返回nullptr。
*/
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GIS|Dropper")
AActor* CreatePickupActorInstance();
/**
* Calculates the origin point for dropping the item.
* 计算道具掉落的原点位置。
* @return The calculated drop origin as a vector. 掉落原点的向量。
*/
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GIS|Dropper")
FVector CalcDropOrigin() const;
/**
* Calculates a random offset to apply to the drop location.
* 计算应用于掉落位置的随机偏移量。
* @return The random offset vector. 随机偏移量向量。
*/
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GIS|Dropper")
FVector CalcDropOffset() const;
/**
* The class of the actor to spawn as the dropped item.
* 作为掉落物生成的Actor类。
* @attention Must implement the GIS_PickupActorInterface.
* @注意 必须实现GIS_PickupActorInterface接口。
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Dropper", meta=(ExposeOnSpawn, MustImplement="/Script/GenericInventorySystem.GIS_PickupActorInterface"))
TSoftClassPtr<AActor> PickupActorClass;
/**
* Optional actor whose transform is used as the drop origin.
* 可选的Actor其变换用作掉落原点。
*/
UPROPERTY(EditInstanceOnly, BlueprintReadOnly, Category="Dropper")
TObjectPtr<AActor> DropTransform{nullptr};
/**
* The radius within which the item can be dropped.
* 道具掉落的半径。
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Dropper", meta=(ExposeOnSpawn))
float DropRadius = 50.f;
};

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "GIS_DropperComponent.h"
#include "Items/GIS_ItemInfo.h"
#include "GIS_ItemDropperComponent.generated.h"
class UGIS_InventorySystemComponent;
UCLASS(ClassGroup=(GIS), meta=(BlueprintSpawnableComponent))
class GENERICINVENTORYSYSTEM_API UGIS_ItemDropperComponent : public UGIS_DropperComponent
{
GENERATED_BODY()
public:
/**
* Get the item infos of this dropper will drops.
* 获取要掉落的道具信息。
*/
UFUNCTION(BlueprintCallable, Category="GIS|Dropper")
TArray<FGIS_ItemInfo> GetItemsToDrop() const;
virtual void Drop() override;
protected:
virtual void BeginPlay() override;
virtual TArray<FGIS_ItemInfo> GetItemsToDropInternal() const;
virtual void DropItemsInternal(const TArray<FGIS_ItemInfo>& ItemInfos);
virtual void DropInventoryPickup(const TArray<FGIS_ItemInfo>& ItemInfos);
virtual void DropItemPickup(const FGIS_ItemInfo& ItemInfo);
/**
* Target collection to drop.
* 指定要掉落库存中的哪个集合里的道具.
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Dropper", meta=(Categories="GIS.Collection"))
FGameplayTag CollectionTag;
/**
* If the drops is inventory pickup or item pickups?
* 指定以InventoryPickup的方式掉落还是以ItemPickup
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Dropper")
bool bDropAsInventory{true};
};

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GIS_ItemDropperComponent.h"
#include "GIS_RandomItemDropperComponent.generated.h"
/**
* Component for handling random item drop logic.
* 处理随机道具掉落逻辑的组件。
*/
UCLASS(ClassGroup=(GIS), meta=(BlueprintSpawnableComponent))
class GENERICINVENTORYSYSTEM_API UGIS_RandomItemDropperComponent : public UGIS_ItemDropperComponent
{
GENERATED_BODY()
protected:
/**
* Retrieves the list of items to drop randomly.
* 随机获取要掉落的道具列表。
* @return Array of item information for dropped items. 掉落道具的信息数组。
*/
virtual TArray<FGIS_ItemInfo> GetItemsToDropInternal() const override;
/**
* Selects a random item from the provided list based on weights.
* 根据权重从提供的列表中随机选择一个道具。
* @param ItemInfos List of item information to choose from. 可选择的道具信息列表。
* @param Sum Total weight sum for randomization. 用于随机化的总权重和。
* @return Reference to the selected item information. 选中的道具信息的引用。
*/
const FGIS_ItemInfo& GetRandomItemInfo(const TArray<FGIS_ItemInfo>& ItemInfos, int32 Sum) const;
/**
* Determines if items are dropped randomly.
* 确定是否随机掉落道具。
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Dropper", meta=(DisplayAfter="bDropAsInventory"))
bool bRandomDrop{false};
/**
* Minimum number of items to drop when random drop is enabled.
* 启用随机掉落时掉落的最小道具数量。
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Dropper", meta=(EditCondition="bRandomDrop", ClampMin=1))
int32 MinAmount{1};
/**
* Maximum number of items to drop when random drop is enabled.
* 启用随机掉落时掉落的最大道具数量。
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Dropper", meta=(EditCondition="bRandomDrop", ClampMin=1))
int32 MaxAmount{2};
};