Files
inventory-system-plugin/Source/ItemWorld/Public/EquipmentComponent.h
Bonchellon 7f7e043a88 Initial commit: Item Interaction Ecosystem plugin (UE5.7)
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>
2026-06-22 20:49:56 +03:00

86 lines
2.6 KiB
C++

// Copyright ExByte Studios. Item Interaction Ecosystem.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "GameplayTagContainer.h"
#include "ItemInstanceData.h"
#include "EquipmentComponent.generated.h"
/**
* One equipped slot (section 11.2 Equipped). The item itself stays in the
* inventory; only the visual actor is spawned and replicated.
*/
USTRUCT(BlueprintType)
struct FEquippedItemEntry
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, Category = "Equipment")
FGameplayTag SlotTag;
UPROPERTY(BlueprintReadOnly, Category = "Equipment")
FGuid InstanceId;
UPROPERTY(BlueprintReadOnly, Category = "Equipment")
FName ItemId;
UPROPERTY(BlueprintReadOnly, Category = "Equipment")
TObjectPtr<AActor> EquippedActor = nullptr;
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnEquipmentChanged);
/**
* Spawns/attaches the visual actors for equipped items (section 7, 11.2, 31.5).
*
* Equip keeps the item in the inventory and only manages the EquippedActorClass
* visual - distinct from carry (UHeldItemComponent), which physically removes the
* item from storage. Owner-only item truth, everyone sees the visual (section 22/25).
*/
UCLASS(ClassGroup = (Inventory), meta = (BlueprintSpawnableComponent))
class ITEMWORLD_API UEquipmentComponent : public UActorComponent
{
GENERATED_BODY()
public:
UEquipmentComponent();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
virtual void OnUnregister() override;
/** Socket per slot tag; falls back to DefaultEquipSocket. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Equipment")
TMap<FGameplayTag, FName> SlotSockets;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Equipment")
FName DefaultEquipSocket = FName("hand_rSocket");
UPROPERTY(BlueprintAssignable, Category = "Equipment")
FOnEquipmentChanged OnEquipmentChanged;
/** Server: equip an inventory item into a slot (Inventory -> Equipped). */
bool ServerEquip(FGuid InstanceId, FGameplayTag SlotTag);
/** Server: remove the equipped visual from a slot. */
bool ServerUnequip(FGameplayTag SlotTag);
UFUNCTION(BlueprintPure, Category = "Equipment")
bool IsSlotEquipped(FGameplayTag SlotTag) const;
UFUNCTION(BlueprintPure, Category = "Equipment")
void GetEquippedEntries(TArray<FEquippedItemEntry>& OutEntries) const { OutEntries = Equipped; }
protected:
UPROPERTY(ReplicatedUsing = OnRep_Equipped)
TArray<FEquippedItemEntry> Equipped;
UFUNCTION()
void OnRep_Equipped();
FName ResolveSocket(const FGameplayTag& SlotTag) const;
USceneComponent* GetAttachTarget() const;
bool HasAuthority() const;
};