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AgrarianGameArchive/Source/AgrarianGame/AgrarianResourceNode.h
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2026-05-17 16:26:31 -07:00

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// Copyright Pacificao. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "TimerManager.h"
#include "AgrarianInteractable.h"
#include "AgrarianTypes.h"
#include "AgrarianResourceNode.generated.h"
class UStaticMeshComponent;
class UAgrarianItemDefinitionAsset;
UCLASS(Blueprintable)
class AAgrarianResourceNode : public AActor, public IAgrarianInteractable
{
GENERATED_BODY()
public:
AAgrarianResourceNode();
virtual void BeginPlay() override;
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Resource")
TObjectPtr<UStaticMeshComponent> Mesh;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Resource")
FAgrarianItemStack YieldItem;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Resource")
TObjectPtr<UAgrarianItemDefinitionAsset> YieldItemDefinition;
UPROPERTY(EditAnywhere, BlueprintReadWrite, ReplicatedUsing = OnRep_RemainingHarvests, Category = "Agrarian|Resource", meta = (ClampMin = "0"))
int32 RemainingHarvests = 5;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Resource", meta = (ClampMin = "1"))
int32 QuantityPerHarvest = 1;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Resource|Respawn")
bool bRespawnsForMvp = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Resource|Respawn", meta = (ClampMin = "1"))
float RespawnDelaySeconds = 900.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Resource|Respawn", meta = (ClampMin = "1"))
int32 MaxHarvests = 5;
virtual FText GetInteractionText_Implementation(const AAgrarianGameCharacter* Interactor) const override;
virtual bool CanInteract_Implementation(const AAgrarianGameCharacter* Interactor) const override;
virtual void Interact_Implementation(AAgrarianGameCharacter* Interactor) override;
protected:
UFUNCTION()
void OnRep_RemainingHarvests();
FAgrarianItemStack MakeYieldStack() const;
void UpdateDepletedState();
void ScheduleRespawnIfNeeded();
void RespawnNode();
FTimerHandle RespawnTimerHandle;
};