init
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// © 2025 Naked People Team. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "ClothingSlotData.h"
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#include "Components/ActorComponent.h"
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#include "NakedDesire/Player/PrivateBodyPartType.h"
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#include "ClothingManager.generated.h"
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// TODO: Check clothing colors
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class UGlobalSaveGameData;
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class AClothingPickup;
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class UClothingItemData;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnClothingChangeSignature, const UClothingItemData*, ClothingData);
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class NAKEDDESIRE_API UClothingManager : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UClothingManager();
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UPROPERTY(BlueprintReadWrite, Category = "Clothing Manager|Clothing")
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USkeletalMeshComponent* RootMesh = nullptr;
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UPROPERTY(BlueprintReadWrite, Category = "Clothing Manager|Clothing")
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TArray<FClothingSlotData> ClothingSlots;
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UPROPERTY(BlueprintAssignable)
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FOnClothingChangeSignature OnClothingEquip;
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UPROPERTY(BlueprintAssignable)
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FOnClothingChangeSignature OnClothingUnequip;
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UPROPERTY(BlueprintAssignable)
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FOnClothingChangeSignature OnClothingDropped;
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UFUNCTION(BlueprintCallable)
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void PutOnClothing(UClothingItemData* ClothingData);
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UFUNCTION(BlueprintCallable)
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void DropClothing(const EClothingSlotType ClothingType);
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UFUNCTION(BlueprintCallable)
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bool IsClothingTypeOn(const EClothingSlotType ClothingType);
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UFUNCTION(BlueprintCallable)
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bool IsPartiallyNaked();
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UFUNCTION(BlueprintCallable)
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bool IsBodyTypeExposed(EPrivateBodyPartType PrivateBodyPartType);
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UFUNCTION(BlueprintCallable)
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void TakeClothing(UClothingItemData* ClothingData);
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UFUNCTION(BlueprintCallable)
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UClothingItemData* RemoveClothing(EClothingSlotType ClothingSlotType);
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UFUNCTION(BlueprintCallable)
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bool GetClothingSlotData(EClothingSlotType ClothingSlotType, FClothingSlotData& OutClothingSlotData);
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UFUNCTION(BlueprintCallable)
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void SetClothingSlotItem(const EClothingSlotType ClothingSlotType, UClothingItemData* ClothingItem);
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UFUNCTION(BlueprintCallable)
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TArray<UClothingItemData*> GetEquippedClothing();
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void HydrateClothing(UGlobalSaveGameData* SaveGameData);
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UFUNCTION(BlueprintPure)
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float GetHeelHeight();
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};
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