// 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 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& 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}; };