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