2025-10-15 18:25:31 +08:00

39 lines
1.2 KiB
C++

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