// Copyright 2025 https://yuewu.dev/en All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Components/SceneComponent.h" #include "GIS_DropperComponent.generated.h" /** * Abstract base class for a component that handles dropping items in the game world. * 用于在游戏世界中处理道具掉落的抽象基类组件。 */ UCLASS(Abstract, ClassGroup=(GIS)) class GENERICINVENTORYSYSTEM_API UGIS_DropperComponent : public UActorComponent { GENERATED_BODY() public: /** * Constructor for the dropper component, sets default values for properties. * 掉落组件的构造函数,设置属性的默认值。 */ UGIS_DropperComponent(); /** * Drops an item in the game world (authority only). * 在游戏世界中掉落道具(仅限权限)。 */ UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category="GIS|Dropper") virtual void Drop(); protected: /** * Creates an instance of the pickup actor using the specified PickupActorClass. * 使用指定的PickupActorClass创建拾取Actor的实例。 * @return The spawned pickup actor instance, or nullptr if creation fails. 创建的拾取Actor实例,如果创建失败则返回nullptr。 */ UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GIS|Dropper") AActor* CreatePickupActorInstance(); /** * Calculates the origin point for dropping the item. * 计算道具掉落的原点位置。 * @return The calculated drop origin as a vector. 掉落原点的向量。 */ UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GIS|Dropper") FVector CalcDropOrigin() const; /** * Calculates a random offset to apply to the drop location. * 计算应用于掉落位置的随机偏移量。 * @return The random offset vector. 随机偏移量向量。 */ UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GIS|Dropper") FVector CalcDropOffset() const; /** * The class of the actor to spawn as the dropped item. * 作为掉落物生成的Actor类。 * @attention Must implement the GIS_PickupActorInterface. * @注意 必须实现GIS_PickupActorInterface接口。 */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Dropper", meta=(ExposeOnSpawn, MustImplement="/Script/GenericInventorySystem.GIS_PickupActorInterface")) TSoftClassPtr PickupActorClass; /** * Optional actor whose transform is used as the drop origin. * 可选的Actor,其变换用作掉落原点。 */ UPROPERTY(EditInstanceOnly, BlueprintReadOnly, Category="Dropper") TObjectPtr DropTransform{nullptr}; /** * The radius within which the item can be dropped. * 道具掉落的半径。 */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Dropper", meta=(ExposeOnSpawn)) float DropRadius = 50.f; };