添加库存系统组件

This commit is contained in:
不明不惑
2026-03-05 14:44:34 +08:00
parent 70e3731c09
commit be0098782a
17 changed files with 909 additions and 12 deletions

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// Copyright 2026 PHY. All Rights Reserved.
#include "GameplayTags/PHYInventoryItemTags.h"
namespace PHYInventoryItemTags
{
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Item_Type_Weapon, "GIS.Item.Type.Weapon", "Weapon item category");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Item_Type_Equipment, "GIS.Item.Type.Equipment", "Equipment item category");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Item_Type_Consumable, "GIS.Item.Type.Consumable", "Consumable item category");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Item_Type_Material, "GIS.Item.Type.Material", "Material item category");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Item_EquipSlot_MainHand, "GIS.Item.EquipSlot.MainHand", "Main hand slot");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Item_EquipSlot_OffHand, "GIS.Item.EquipSlot.OffHand", "Off hand slot");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Item_EquipSlot_Head, "GIS.Item.EquipSlot.Head", "Head slot");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Item_EquipSlot_Chest, "GIS.Item.EquipSlot.Chest", "Chest slot");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Item_EquipSlot_Legs, "GIS.Item.EquipSlot.Legs", "Legs slot");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Item_EquipSlot_Feet, "GIS.Item.EquipSlot.Feet", "Feet slot");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Item_EquipSlot_Accessory, "GIS.Item.EquipSlot.Accessory", "Accessory slot");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Attribute_Item_Attack, "GIS.Attribute.Item.Attack", "Item Attack bonus");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Attribute_Item_Defense, "GIS.Attribute.Item.Defense", "Item Defense bonus");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Attribute_Item_CritRate, "GIS.Attribute.Item.CritRate", "Item CritRate bonus");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Attribute_Item_CritDamage, "GIS.Attribute.Item.CritDamage", "Item CritDamage bonus");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Attribute_Item_Hit, "GIS.Attribute.Item.Hit", "Item Hit bonus");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Attribute_Item_Dodge, "GIS.Attribute.Item.Dodge", "Item Dodge bonus");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Attribute_Item_Parry, "GIS.Attribute.Item.Parry", "Item Parry bonus");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Attribute_Item_ArmorPenetration, "GIS.Attribute.Item.ArmorPenetration", "Item ArmorPenetration bonus");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Attribute_Item_DamageReduction, "GIS.Attribute.Item.DamageReduction", "Item DamageReduction bonus");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Attribute_Item_LifeSteal, "GIS.Attribute.Item.LifeSteal", "Item LifeSteal bonus");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Tag__GIS_Attribute_Item_Resilience, "GIS.Attribute.Item.Resilience", "Item Resilience bonus");
}

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// Copyright 2026 PHY. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "NativeGameplayTags.h"
namespace PHYInventoryItemTags
{
// Item category tags
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Item_Type_Weapon);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Item_Type_Equipment);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Item_Type_Consumable);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Item_Type_Material);
// Equipment slot tags
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Item_EquipSlot_MainHand);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Item_EquipSlot_OffHand);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Item_EquipSlot_Head);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Item_EquipSlot_Chest);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Item_EquipSlot_Legs);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Item_EquipSlot_Feet);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Item_EquipSlot_Accessory);
// Common item attributes used by this project
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Attribute_Item_Attack);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Attribute_Item_Defense);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Attribute_Item_CritRate);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Attribute_Item_CritDamage);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Attribute_Item_Hit);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Attribute_Item_Dodge);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Attribute_Item_Parry);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Attribute_Item_ArmorPenetration);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Attribute_Item_DamageReduction);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Attribute_Item_LifeSteal);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag__GIS_Attribute_Item_Resilience);
}

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// Copyright 2026 PHY. All Rights Reserved.
#include "Items/PHYItemBlueprintLibrary.h"
#include "GIS_ItemInstance.h"
const UPHYItemFragment_PropertySet* UPHYItemBlueprintLibrary::FindPropertyFragment(const UGIS_ItemInstance* ItemInstance)
{
if (!IsValid(ItemInstance))
{
return nullptr;
}
return ItemInstance->FindFragmentByClass<UPHYItemFragment_PropertySet>();
}
EPHYItemArchetype UPHYItemBlueprintLibrary::GetItemArchetype(const UGIS_ItemInstance* ItemInstance)
{
if (const UPHYItemFragment_PropertySet* Fragment = FindPropertyFragment(ItemInstance))
{
return Fragment->ItemArchetype;
}
return EPHYItemArchetype::Material;
}
EPHYEquipSlotType UPHYItemBlueprintLibrary::GetEquipSlotType(const UGIS_ItemInstance* ItemInstance)
{
if (const UPHYItemFragment_PropertySet* Fragment = FindPropertyFragment(ItemInstance))
{
return Fragment->EquipSlot;
}
return EPHYEquipSlotType::None;
}
bool UPHYItemBlueprintLibrary::IsWeaponItem(const UGIS_ItemInstance* ItemInstance)
{
return GetItemArchetype(ItemInstance) == EPHYItemArchetype::Weapon;
}
bool UPHYItemBlueprintLibrary::IsEquipmentItem(const UGIS_ItemInstance* ItemInstance)
{
const EPHYItemArchetype Archetype = GetItemArchetype(ItemInstance);
return Archetype == EPHYItemArchetype::Weapon || Archetype == EPHYItemArchetype::Equipment;
}
bool UPHYItemBlueprintLibrary::IsConsumableItem(const UGIS_ItemInstance* ItemInstance)
{
return GetItemArchetype(ItemInstance) == EPHYItemArchetype::Consumable;
}
FPHYConsumablePayload UPHYItemBlueprintLibrary::GetConsumablePayload(const UGIS_ItemInstance* ItemInstance)
{
if (const UPHYItemFragment_PropertySet* Fragment = FindPropertyFragment(ItemInstance))
{
return Fragment->ConsumablePayload;
}
return FPHYConsumablePayload();
}

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// Copyright 2026 PHY. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Items/PHYItemFragment_PropertySet.h"
#include "PHYItemBlueprintLibrary.generated.h"
class UGIS_ItemInstance;
UCLASS()
class UPHYItemBlueprintLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Item")
static EPHYItemArchetype GetItemArchetype(const UGIS_ItemInstance* ItemInstance);
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Item")
static EPHYEquipSlotType GetEquipSlotType(const UGIS_ItemInstance* ItemInstance);
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Item")
static bool IsWeaponItem(const UGIS_ItemInstance* ItemInstance);
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Item")
static bool IsEquipmentItem(const UGIS_ItemInstance* ItemInstance);
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Item")
static bool IsConsumableItem(const UGIS_ItemInstance* ItemInstance);
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Item")
static FPHYConsumablePayload GetConsumablePayload(const UGIS_ItemInstance* ItemInstance);
private:
static const UPHYItemFragment_PropertySet* FindPropertyFragment(const UGIS_ItemInstance* ItemInstance);
};

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// Copyright 2026 PHY. All Rights Reserved.
#include "Items/PHYItemFragment_PropertySet.h"
#include "GIS_ItemInstance.h"
void UPHYItemFragment_PropertySet::OnInstanceCreated(UGIS_ItemInstance* ItemInstance) const
{
if (!IsValid(ItemInstance))
{
return;
}
for (const FGIS_GameplayTagFloat& Modifier : BaseFloatModifiers)
{
if (Modifier.Tag.IsValid())
{
ItemInstance->SetFloatAttribute(Modifier.Tag, Modifier.Value);
}
}
for (const FGIS_GameplayTagInteger& Modifier : BaseIntegerModifiers)
{
if (Modifier.Tag.IsValid())
{
ItemInstance->SetIntegerAttribute(Modifier.Tag, Modifier.Value);
}
}
Super::OnInstanceCreated(ItemInstance);
}
bool UPHYItemFragment_PropertySet::IsEquippable() const
{
return ItemArchetype == EPHYItemArchetype::Weapon || ItemArchetype == EPHYItemArchetype::Equipment;
}
bool UPHYItemFragment_PropertySet::IsConsumable() const
{
return ItemArchetype == EPHYItemArchetype::Consumable;
}

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// Copyright 2026 PHY. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GIS_GameplayTagFloat.h"
#include "GIS_GameplayTagInteger.h"
#include "GIS_ItemFragment.h"
#include "PHYItemFragment_PropertySet.generated.h"
UENUM(BlueprintType)
enum class EPHYItemArchetype : uint8
{
Weapon,
Equipment,
Consumable,
Material,
Quest
};
UENUM(BlueprintType)
enum class EPHYEquipSlotType : uint8
{
None,
MainHand,
OffHand,
Head,
Chest,
Legs,
Feet,
Accessory
};
USTRUCT(BlueprintType)
struct FPHYConsumablePayload
{
GENERATED_BODY()
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Consumable")
float RestoreHealth = 0.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Consumable")
float RestoreInnerPower = 0.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Consumable")
float DurationSeconds = 0.0f;
};
/**
* 统一道具属性片段:
* - 定义道具大类(武器/装备/药品...
* - 定义装备槽位
* - 定义创建实例时写入的动态属性(可用于随机词条前的基础值)
* - 定义药品基础效果载荷
*/
UCLASS(DisplayName="PHY Item Property Settings", Category="PHY")
class UPHYItemFragment_PropertySet : public UGIS_ItemFragment
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Item")
EPHYItemArchetype ItemArchetype = EPHYItemArchetype::Material;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Item")
EPHYEquipSlotType EquipSlot = EPHYEquipSlotType::None;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Item", meta=(Categories="GIS.Item"))
FGameplayTagContainer ExtraItemTags;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Attributes", meta=(TitleProperty="{Tag} -> {Value}", Categories="GIS.Attribute"))
TArray<FGIS_GameplayTagFloat> BaseFloatModifiers;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Attributes", meta=(TitleProperty="{Tag} -> {Value}", Categories="GIS.Attribute"))
TArray<FGIS_GameplayTagInteger> BaseIntegerModifiers;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Consumable")
FPHYConsumablePayload ConsumablePayload;
virtual void OnInstanceCreated(UGIS_ItemInstance* ItemInstance) const override;
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Item")
bool IsEquippable() const;
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Item")
bool IsConsumable() const;
};