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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_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};
};