a15714ab041eb360be3335625683746f0753442bd6a6ef89d53463f79d1ccd6e3380af71723b25895211c6e336


 장비를 어떻게 만들어야 잘만든걸까 하고 UML 그리다가 이거 소스코드로 바꿔주나 싶어서 해봣는데

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#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "UObject/Object.h"
#include "Equipment.generated.h"
 
// Forward declarations
class UPlayerStat;
class UPlayerAbility;
 
// Delegate declaration for equipment abilities
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FEquipmentAbilityDelegate);
 
// Equipment Ability struct
USTRUCT()
struct FEquipmentAbility
{
    GENERATED_BODY()
 
    // Delegate instances for equip and unequip events
    FEquipmentAbilityDelegate OnEquip;
    FEquipmentAbilityDelegate OnUnequip;
};
 
// Equipment class
UCLASS()
class UEquipment : public UObject
{
    GENERATED_BODY()
 
public:
    // List of abilities
    TArray<Ability*> Abilities;
 
    // Functions to be called when equipment is equipped/unequipped
    void OnEquip();
    void OnUnequip();
};
 
// Player Ability component
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class UPlayerAbility : public UActorComponent
{
    GENERATED_BODY()
 
    // Your code here
};
 
// Player Stat component
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class UPlayerStat : public UActorComponent
{
    GENERATED_BODY()
 
    // Your code here
};
 
// Equipment component
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class UEquipmentComponent : public UActorComponent
{
    GENERATED_BODY()
 
public:
    // Map of equipment
    TMap<Equipment*> Equipments;
};
 
cs


왜 잘해줌?
이제 그림으로 코딩하는 시대온다.....