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AgrarianGameArchive/Source/AgrarianGame/AgrarianResourceNode.cpp
T

83 lines
2.2 KiB
C++

// Copyright Pacificao. All Rights Reserved.
#include "AgrarianResourceNode.h"
#include "AgrarianGameCharacter.h"
#include "AgrarianInventoryComponent.h"
#include "AgrarianItemDefinitionAsset.h"
#include "Components/StaticMeshComponent.h"
#include "Net/UnrealNetwork.h"
AAgrarianResourceNode::AAgrarianResourceNode()
{
bReplicates = true;
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
RootComponent = Mesh;
Mesh->SetCollisionProfileName(TEXT("BlockAll"));
YieldItem.ItemId = TEXT("wood");
YieldItem.DisplayName = FText::FromString(TEXT("Wood"));
YieldItem.Quantity = 1;
YieldItem.UnitWeight = 1.0f;
}
void AAgrarianResourceNode::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AAgrarianResourceNode, RemainingHarvests);
}
FText AAgrarianResourceNode::GetInteractionText_Implementation(const AAgrarianGameCharacter* Interactor) const
{
return RemainingHarvests > 0 ? FText::FromString(TEXT("Gather")) : FText::FromString(TEXT("Depleted"));
}
bool AAgrarianResourceNode::CanInteract_Implementation(const AAgrarianGameCharacter* Interactor) const
{
return RemainingHarvests > 0 && Interactor != nullptr;
}
void AAgrarianResourceNode::Interact_Implementation(AAgrarianGameCharacter* Interactor)
{
if (!HasAuthority() || !Interactor || RemainingHarvests <= 0)
{
return;
}
if (UAgrarianInventoryComponent* Inventory = Interactor->GetInventoryComponent())
{
const FAgrarianItemStack Granted = MakeYieldStack();
if (Inventory->AddItem(Granted))
{
RemainingHarvests--;
UpdateDepletedState();
}
}
}
void AAgrarianResourceNode::OnRep_RemainingHarvests()
{
UpdateDepletedState();
}
FAgrarianItemStack AAgrarianResourceNode::MakeYieldStack() const
{
if (YieldItemDefinition)
{
return YieldItemDefinition->MakeStack(QuantityPerHarvest);
}
FAgrarianItemStack Granted = YieldItem;
Granted.Quantity = QuantityPerHarvest;
return Granted;
}
void AAgrarianResourceNode::UpdateDepletedState()
{
if (Mesh)
{
Mesh->SetVisibility(RemainingHarvests > 0, true);
Mesh->SetCollisionEnabled(RemainingHarvests > 0 ? ECollisionEnabled::QueryAndPhysics : ECollisionEnabled::NoCollision);
}
}