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