39 lines
1.2 KiB
C++
39 lines
1.2 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "ProjectFish/DataAsset/SkillAsset.h"
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#include "Subsystems/GameInstanceSubsystem.h"
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#include "FishingRodConfigSubsystem.generated.h"
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/**
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*
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*/
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UCLASS()
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class PROJECTFISH_API UFishingRodConfigSubsystem : public UGameInstanceSubsystem
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "PlayerInventorySubsystem")
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void CreateFishingRodInventory(class UShapeAsset* FishingRodShape, class UBagConfigAsset* PlayerBagConfig);
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UFUNCTION(BlueprintPure, Category = "PlayerInventorySubsystem")
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UBagConfigAsset* GetFishingRodInventory();
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UFUNCTION(BlueprintPure, Category = "PlayerInventorySubsystem")
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UBagConfigAsset* GetPlayerInventory();
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UFUNCTION(BlueprintPure, Category = "PlayerInventorySubsystem")
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bool AddSkillByConfig(USkillAsset* SkillAsset, UBagConfigAsset* InventoryConfig, FIntPoint Position);
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UFUNCTION(BlueprintPure, Category = "PlayerInventorySubsystem")
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bool AddSkillToPlayerInventory(USkillAsset* SkillAsset);
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private:
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UPROPERTY()
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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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