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