Server-authoritative, data-driven item/inventory/interaction/carry/equipment/ world-slot/placement/crafting framework. 8 modules, compiles against UE 5.7. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
54 lines
1.8 KiB
C++
54 lines
1.8 KiB
C++
// Copyright ExByte Studios. Item Interaction Ecosystem.
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#include "PlacementInteractionActions.h"
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#include "PlacementPreviewComponent.h"
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#include "ItemNativeTags.h"
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#include "GameFramework/Character.h"
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namespace
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{
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UPlacementPreviewComponent* GetPlacement(const FInteractionContext& Context)
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{
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return Context.Character ? Context.Character->FindComponentByClass<UPlacementPreviewComponent>() : nullptr;
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}
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}
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UInteractionAction_StartPlacement::UInteractionAction_StartPlacement()
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{
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ActionTag = ItemEcosystemTags::Action_Place;
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Mode = EItemInteractionMode::StartPlacement;
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Priority = 300;
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DisplayText = NSLOCTEXT("ItemPlacement", "Place", "Place");
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}
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void UInteractionAction_StartPlacement::Execute_Implementation(const FInteractionContext& Context)
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{
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if (UPlacementPreviewComponent* P = GetPlacement(Context))
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{
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const FGuid Id = Context.bHasTargetItem ? Context.TargetItem.InstanceId
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: (Context.bHasHeldItem ? Context.HeldItem.InstanceId : FGuid());
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if (Id.IsValid()) { P->StartPlacement(Id); }
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}
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}
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UInteractionAction_ConfirmPlacement::UInteractionAction_ConfirmPlacement()
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{
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Mode = EItemInteractionMode::ConfirmPlacement;
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Priority = 1000;
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DisplayText = NSLOCTEXT("ItemPlacement", "Confirm", "Confirm");
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}
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void UInteractionAction_ConfirmPlacement::Execute_Implementation(const FInteractionContext& Context)
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{
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if (UPlacementPreviewComponent* P = GetPlacement(Context)) { P->ConfirmPlacement(); }
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}
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UInteractionAction_CancelPlacement::UInteractionAction_CancelPlacement()
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{
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Mode = EItemInteractionMode::CancelPlacement;
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Priority = 1000;
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DisplayText = NSLOCTEXT("ItemPlacement", "Cancel", "Cancel");
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}
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void UInteractionAction_CancelPlacement::Execute_Implementation(const FInteractionContext& Context)
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{
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if (UPlacementPreviewComponent* P = GetPlacement(Context)) { P->CancelPlacement(); }
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}
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