Add item data assets and building placement foundation
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// Copyright Pacificao. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "AgrarianTypes.h"
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#include "AgrarianBuildingPlacementComponent.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FAgrarianBuildPlacedSignature, AActor*, PlacedActor);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FAgrarianBuildPlacementFailedSignature, FText, Reason);
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UCLASS(ClassGroup = (Agrarian), BlueprintType, Blueprintable, meta = (BlueprintSpawnableComponent))
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class UAgrarianBuildingPlacementComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UAgrarianBuildingPlacementComponent();
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UPROPERTY(BlueprintAssignable, Category = "Agrarian|Building")
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FAgrarianBuildPlacedSignature OnBuildPlaced;
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UPROPERTY(BlueprintAssignable, Category = "Agrarian|Building")
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FAgrarianBuildPlacementFailedSignature OnBuildPlacementFailed;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Building")
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TSubclassOf<AActor> ActiveBuildClass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Building")
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TArray<FAgrarianItemStack> PlacementCost;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Building", meta = (ClampMin = "100"))
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float PlacementDistance = 600.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Building", meta = (ClampMin = "0"))
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float PlacementProbeRadius = 75.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Building", meta = (ClampMin = "0"))
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float SurfaceOffset = 2.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Building")
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bool bSnapToGrid = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Building", meta = (EditCondition = "bSnapToGrid", ClampMin = "1"))
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float GridSize = 50.0f;
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Building")
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void SetActiveBuildable(TSubclassOf<AActor> BuildClass, const TArray<FAgrarianItemStack>& Cost);
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Building")
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bool GetPlacementPreview(FTransform& OutTransform, FText& FailureReason) const;
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Building")
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bool CanPlaceAtTransform(TSubclassOf<AActor> BuildClass, const FTransform& PlacementTransform, FText& FailureReason) const;
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Building")
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bool PlaceActiveBuildable();
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UFUNCTION(Server, Reliable, BlueprintCallable, Category = "Agrarian|Building")
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void ServerPlaceBuildable(TSubclassOf<AActor> BuildClass, FTransform PlacementTransform);
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protected:
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bool HasPlacementCost(FText& FailureReason) const;
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void ConsumePlacementCost();
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void FailPlacement(const FText& Reason);
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FVector SnapLocation(const FVector& Location) const;
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};
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