Add item data assets and building placement foundation
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@@ -8,6 +8,7 @@
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#include "AgrarianCraftingComponent.generated.h"
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class UAgrarianInventoryComponent;
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class UAgrarianRecipeDataAsset;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAgrarianCraftCompletedSignature, FName, RecipeId, const FAgrarianItemStack&, Result);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAgrarianCraftFailedSignature, FName, RecipeId, FText, Reason);
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@@ -29,6 +30,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Crafting")
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TArray<FAgrarianRecipe> KnownRecipes;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Crafting")
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TArray<TObjectPtr<UAgrarianRecipeDataAsset>> KnownRecipeAssets;
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Crafting")
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bool CanCraft(FName RecipeId, FText& FailureReason) const;
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@@ -46,5 +50,5 @@ public:
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protected:
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UAgrarianInventoryComponent* GetInventory() const;
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void FailCraft(FName RecipeId, const FText& Reason) const;
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void FailCraft(FName RecipeId, const FText& Reason);
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};
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