更新背包配置功能
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll
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@ -2,7 +2,7 @@
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"BuildId": "37670630",
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"BuildId": "37670630",
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"Modules":
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"Modules":
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{
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{
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"ProjectFish": "UnrealEditor-ProjectFish.dll",
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"ProjectFish": "UnrealEditor-ProjectFish-0001.dll",
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"ProjectFishEditor": "UnrealEditor-ProjectFishEditor.dll"
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"ProjectFishEditor": "UnrealEditor-ProjectFishEditor-0001.dll"
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}
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}
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}
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}
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@ -5,13 +5,22 @@
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#include "ProjectFish/DataAsset/BagConfigAsset.h"
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#include "ProjectFish/DataAsset/BagConfigAsset.h"
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void UFishingRodConfigSubsystem::CreatePlayerInventory(class UBagShapeAsset* bagShape)
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void UFishingRodConfigSubsystem::CreateFishingRodInventory(class UBagShapeAsset* FishingRodShape, class UBagShapeAsset* PlayerBagShape)
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{
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{
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inventoryConfig = NewObject<UBagConfigAsset>(this);
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//鱼竿的技能配置资源
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inventoryConfig->BagShapeAsset = bagShape;
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fishingRodInventoryConfig = NewObject<UBagConfigAsset>(this);
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fishingRodInventoryConfig->BagShapeAsset = FishingRodShape;
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//玩家背包的技能配置资源
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playerInventoryConfig = NewObject<UBagConfigAsset>(this);
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playerInventoryConfig->BagShapeAsset = PlayerBagShape;
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}
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}
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UBagConfigAsset* UFishingRodConfigSubsystem::GetFishingRodInventory()
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UBagConfigAsset* UFishingRodConfigSubsystem::GetFishingRodInventory()
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{
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{
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return this->inventoryConfig;
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return this->fishingRodInventoryConfig;
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}
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UBagConfigAsset* UFishingRodConfigSubsystem::GetPlayerInventory()
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{
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return playerInventoryConfig;
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}
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}
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@ -16,11 +16,15 @@ class PROJECTFISH_API UFishingRodConfigSubsystem : public UGameInstanceSubsystem
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public:
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public:
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UFUNCTION(BlueprintCallable, Category = "PlayerInventorySubsystem")
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UFUNCTION(BlueprintCallable, Category = "PlayerInventorySubsystem")
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void CreatePlayerInventory(class UBagShapeAsset* bagShape);
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void CreateFishingRodInventory(class UBagShapeAsset* FishingRodShape, class UBagShapeAsset* PlayerBagShape);
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UFUNCTION(BlueprintPure, Category = "PlayerInventorySubsystem")
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UFUNCTION(BlueprintPure, Category = "PlayerInventorySubsystem")
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UBagConfigAsset* GetFishingRodInventory();
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UBagConfigAsset* GetFishingRodInventory();
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UFUNCTION(BlueprintPure, Category = "PlayerInventorySubsystem")
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UBagConfigAsset* GetPlayerInventory();
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private:
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private:
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UPROPERTY()
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UPROPERTY()
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class UBagConfigAsset* inventoryConfig = nullptr;
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class UBagConfigAsset* fishingRodInventoryConfig = nullptr;
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UPROPERTY()
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class UBagConfigAsset* playerInventoryConfig = nullptr;
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};
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};
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