Clothings lots config rework
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@@ -4,7 +4,7 @@
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#include "CoreMinimal.h"
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#include "BodyPart.h"
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#include "ClothingSlotData.h"
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#include "ClothingSlotType.h"
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#include "Components/ActorComponent.h"
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#include "ClothingManager.generated.h"
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@@ -26,9 +26,6 @@ public:
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UPROPERTY(BlueprintReadWrite, Category = "Clothing Manager|Clothing")
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USkeletalMeshComponent* RootMesh = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, 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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@@ -39,35 +36,15 @@ public:
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UPROPERTY(BlueprintAssignable)
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FOnClothingChangeSignature OnClothingDropped;
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UFUNCTION(BlueprintCallable)
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void PutOnClothing(UClothingItemInstance* ClothingItemInstance);
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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(EBodyPart BodyPart);
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UFUNCTION(BlueprintCallable)
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void TakeClothing(UClothingItemInstance* ClothingItemInstance);
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UFUNCTION(BlueprintCallable)
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UClothingItemInstance* 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, UClothingItemInstance* ClothingItemInstance);
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UFUNCTION(BlueprintCallable)
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TArray<UClothingItemInstance*> GetEquippedClothing();
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TArray<UClothingItemInstance*> GetEquippedClothing() const;
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UClothingItemInstance* GetSlotClothing(EClothingSlotType SlotType);
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bool IsBodyPartExposed(EBodyPart BodyPart);
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void HydrateClothing();
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@@ -76,4 +53,7 @@ public:
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private:
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USkeletalMeshComponent* GetMeshComponent(EClothingSlotType SlotType) const;
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UPROPERTY()
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TMap<EClothingSlotType, TObjectPtr<UClothingItemInstance>> EquippedClothing;
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};
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