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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 "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;
};