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>
37 lines
1.1 KiB
C++
37 lines
1.1 KiB
C++
// Copyright ExByte Studios. Item Interaction Ecosystem.
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#pragma once
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#include "CoreMinimal.h"
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#include "InteractionAction.h"
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#include "PlacementInteractionActions.generated.h"
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/** Placement actions (section 16) - drive the player's UPlacementPreviewComponent. */
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UCLASS(meta = (DisplayName = "Action: Start Placement"))
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class ITEMPLACEMENT_API UInteractionAction_StartPlacement : public UInteractionAction
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{
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GENERATED_BODY()
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public:
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UInteractionAction_StartPlacement();
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virtual void Execute_Implementation(const FInteractionContext& Context) override;
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};
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UCLASS(meta = (DisplayName = "Action: Confirm Placement"))
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class ITEMPLACEMENT_API UInteractionAction_ConfirmPlacement : public UInteractionAction
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{
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GENERATED_BODY()
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public:
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UInteractionAction_ConfirmPlacement();
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virtual void Execute_Implementation(const FInteractionContext& Context) override;
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};
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UCLASS(meta = (DisplayName = "Action: Cancel Placement"))
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class ITEMPLACEMENT_API UInteractionAction_CancelPlacement : public UInteractionAction
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{
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GENERATED_BODY()
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public:
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UInteractionAction_CancelPlacement();
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virtual void Execute_Implementation(const FInteractionContext& Context) override;
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};
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