Completed phase 1

This commit is contained in:
2026-05-25 14:14:52 +03:00
parent 799fc8a4ae
commit 43ddad9217
22 changed files with 255 additions and 55 deletions
+49 -1
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@@ -580,7 +580,7 @@ Sleeping at home fast-forwards 8 hours.
- **Café** — pre-made food. - **Café** — pre-made food.
- **Clothing shops** — various types, each with a different inventory mix. - **Clothing shops** — various types, each with a different inventory mix.
- **Gym** — increase max energy. Costs energy in the process. Costs money. - **Gym** — increase max energy. Costs energy in the process. Costs money.
- **Beauty salon** — boobs size, ass size, makeup, hairstyle, hair color. - **Beauty salon** — boobs size, ass size, makeup, hairstyle, hair color. See §10.4.3 for makeup details.
- **Adult shop** — Buy sex toys for the `Nipples`, `Anal`, and `Vagina` toy slots (§6.5). - **Adult shop** — Buy sex toys for the `Nipples`, `Anal`, and `Vagina` toy slots (§6.5).
- **Electronics shop** — Buy upgraded phone models. Sells the Mid and Pro tiers (§9.9). In-person only; no online variant. - **Electronics shop** — Buy upgraded phone models. Sells the Mid and Pro tiers (§9.9). In-person only; no online variant.
- **Streets / parks / alleys** — commission space. - **Streets / parks / alleys** — commission space.
@@ -629,6 +629,28 @@ The mixed pacing is deliberate: slots are the "fast burn," tables are the "time
- Casino is both an income source and a money sink. Net EV per session is negative on average; spikes are possible. - Casino is both an income source and a money sink. Net EV per session is negative on average; spikes are possible.
- Casino income is logged in the Bank app's income breakdown (§9.4) as a distinct line item; net losses appear in the corresponding spending breakdown. - Casino income is logged in the Bank app's income breakdown (§9.4) as a distinct line item; net losses appear in the corresponding spending breakdown.
#### 10.4.3 Beauty salon — makeup
Makeup is a persistent appearance state on the player. It has no gameplay effect — no stat changes, no recognition modifiers, no path requirements — it is purely visual.
**Presets:** Five fixed options, selected from a menu at the salon counter:
| Preset | Description |
|-----------|--------------------------|
| `None` | No makeup (bare face). |
| `Natural` | Subtle, everyday look. |
| `Glam` | Full glam / bold lips. |
| `Gothic` | Dark tones, heavy liner. |
| `Flashy` | Vivid color, expressive. |
**Cost:** A single universal "change makeup" fee (flat Yen amount, TBD §21), charged whenever the player switches to any preset including `None`. Leaving with the same preset is a no-op and costs nothing.
**Persistence:** The active preset is stored as a single value in the save game and restored on load. It stays until changed at the salon — there is no time limit or degradation.
**Visual implementation:** Each preset maps to a material parameter on the player mesh. C++ stores and broadcasts the value; Blueprint applies the material change. No mesh/material logic lives in C++.
**Scope:** Beauty salon only. No apartment mirror, no phone app, no mid-session change. Keep it simple.
--- ---
## 11. PC (at home) ## 11. PC (at home)
@@ -685,6 +707,8 @@ The forum is accessed via phone or PC. It is both diegetic and the primary missi
> **Forum scope:** The forum surface is intentionally minimal — the **commission board** (§13.1 / §13.2) and the **player's own profile**. There are no other users to browse, no threads, no popular-posts feed. The forum exists to drive the gameplay loop, not to simulate a social network. > **Forum scope:** The forum surface is intentionally minimal — the **commission board** (§13.1 / §13.2) and the **player's own profile**. There are no other users to browse, no threads, no popular-posts feed. The forum exists to drive the gameplay loop, not to simulate a social network.
> **Forum lore — commission posters:** Each commission listing on the board displays a username of the forum member who posted it. This is purely a lore / atmosphere detail — it has no gameplay effect, cannot be interacted with, and does not affect rewards or progression. The forum has a fixed, limited pool of fictional usernames; each generated commission is attributed to one of them at generation time. The same username may appear on multiple commissions. The pool exists only to make the board feel like a living community rather than an anonymous feed.
### 13.4 Commission generation ### 13.4 Commission generation
Commissions should be procedural with template-driven content. Recommended template structure: Commissions should be procedural with template-driven content. Recommended template structure:
``` ```
@@ -749,6 +773,7 @@ Radial or hotbar accessible mid-session. Actions:
- Drop bag / pick up bag. - Drop bag / pick up bag.
- Masturbate (Slut-path unlock, §5.1 — entry hidden until unlocked). - Masturbate (Slut-path unlock, §5.1 — entry hidden until unlocked).
- Crouch / stand. - Crouch / stand.
- Open emote wheel (§14.5).
### 14.2 HUD (in-session) ### 14.2 HUD (in-session)
- Attribute bars (energy, stamina, embarrassment, lust) — minimal/peripheral when low, more prominent when nearing thresholds. - Attribute bars (energy, stamina, embarrassment, lust) — minimal/peripheral when low, more prominent when nearing thresholds.
@@ -760,6 +785,29 @@ Radial or hotbar accessible mid-session. Actions:
### 14.3 Out-of-session UI ### 14.3 Out-of-session UI
Forum, bank, gallery, shops are all in-fiction screens (phone/PC). Avoid out-of-fiction menus where possible. Forum, bank, gallery, shops are all in-fiction screens (phone/PC). Avoid out-of-fiction menus where possible.
### 14.5 Emote wheel
A dedicated radial wheel for selecting a facial expression / pose. Available at any time during a session, not limited to photo mode.
**Emotes (fixed set):**
| Emote | Description |
|------------|------------------------------------|
| `Neutral` | Default resting expression. |
| `Smile` | Warm, natural smile. |
| `Sultry` | Half-lidded, confident look. |
| `Shy` | Eyes down, flustered expression. |
| `Playful` | Grin, light mischief energy. |
**Lifecycle:**
- Opening the wheel **pauses movement** for the moment of selection; closing without selecting does nothing.
- On selection the emote plays and a timer starts (duration TBD §21). When the timer expires the player returns to their default expression automatically.
- Any **movement input** (walk, run, crouch) cancels the emote immediately.
- Taking a **photo or being live on stream** does not cancel the emote — whatever expression is active at shutter time is captured. This is the primary motivation for the system.
- Only one emote can be active at a time; opening the wheel and selecting a new one replaces the current one and resets the timer.
**Implementation notes:** C++ stores the active `EPlayerEmote` enum value and owns the timer. On change it fires a delegate; the Animation Blueprint listens and blends to the matching facial animation / morph target. No gameplay stats are affected.
### 14.4 Accessibility & comfort ### 14.4 Accessibility & comfort
- Subtitle support for any voiced dialogue. - Subtitle support for any voiced dialogue.
- Camera "place" via voice command must have a non-voice fallback (hotkey). - Camera "place" via voice command must have a non-voice fallback (hotkey).
@@ -1 +1,27 @@
#include "ClothingItemInstance.h" #include "ClothingItemInstance.h"
#include "ClothingItem.h"
#include "NakedDesire/SaveGame/ItemSaveRecord.h"
void UClothingItemInstance::Init(UClothingItem* InClothingItem)
{
ClothingItem = InClothingItem;
}
void UClothingItemInstance::Setup(UClothingItem* InClothingItem, const TArray<UItemInstance*>& InStoredItems,
const float InCondition, const FGuid InInstanceId)
{
this->ClothingItem = InClothingItem;
this->StoredItems = InStoredItems;
this->Condition = InCondition;
this->InstanceId = InInstanceId;
}
UClothingItemInstance* UClothingItemInstance::CreateFromSave(UObject* Outer, const FItemSaveRecord& ItemSaveRecord)
{
UClothingItemInstance* NewItemInstance = NewObject<UClothingItemInstance>(Outer);
NewItemInstance->Setup(ItemSaveRecord.Definition.Get(), {}, ItemSaveRecord.Condition, ItemSaveRecord.InstanceId);
return NewItemInstance;
}
@@ -4,6 +4,7 @@
#include "NakedDesire/Items/ItemInstance.h" #include "NakedDesire/Items/ItemInstance.h"
#include "ClothingItemInstance.generated.h" #include "ClothingItemInstance.generated.h"
struct FItemSaveRecord;
class UClothingItem; class UClothingItem;
UCLASS(BlueprintType) UCLASS(BlueprintType)
@@ -17,6 +18,11 @@ public:
UClothingItem* GetClothingItem() const { return ClothingItem; } UClothingItem* GetClothingItem() const { return ClothingItem; }
void Init(UClothingItem* InClothingItem);
void Setup(UClothingItem* InClothingItem, const TArray<UItemInstance*>& InStoredItems, float InCondition, FGuid InInstanceId);
static UClothingItemInstance* CreateFromSave(UObject* Outer, const FItemSaveRecord& ItemSaveRecord);
protected: protected:
UPROPERTY(BlueprintReadOnly, Category = "Clothing Item") UPROPERTY(BlueprintReadOnly, Category = "Clothing Item")
TObjectPtr<UClothingItem> ClothingItem; TObjectPtr<UClothingItem> ClothingItem;
@@ -5,12 +5,23 @@
#include "ClothingItem.h" #include "ClothingItem.h"
#include "ClothingItemInstance.h" #include "ClothingItemInstance.h"
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
#include "NakedDesire/SaveGame/ItemSaveRecord.h"
#include "NakedDesire/SaveGame/SaveSubsystem.h"
UClothingManager::UClothingManager() UClothingManager::UClothingManager()
{ {
PrimaryComponentTick.bCanEverTick = false; PrimaryComponentTick.bCanEverTick = false;
} }
void UClothingManager::BeginPlay()
{
Super::BeginPlay();
HydrateClothing();
}
bool UClothingManager::IsBodyTypeExposed(const EBodyPart BodyPart) bool UClothingManager::IsBodyTypeExposed(const EBodyPart BodyPart)
{ {
for (const auto& ClothingSlot : ClothingSlots) for (const auto& ClothingSlot : ClothingSlots)
@@ -63,13 +74,14 @@ TArray<UClothingItemInstance*> UClothingManager::GetEquippedClothing()
return EquippedClothingItems; return EquippedClothingItems;
} }
void UClothingManager::HydrateClothing(UGlobalSaveGameData* SaveGameData) void UClothingManager::HydrateClothing()
{ {
// for (const FClothingItemSaveData& ClothingItemSaveData : SaveGameData->PlayerClothing) USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
// { for (const FItemSaveRecord& ItemSaveRecord : SaveSubsystem->GetCurrentSave()->EquippedItems)
// UClothingItemData* ClothingItemData = UClothingItemData::CreateFromSaveData(ClothingItemSaveData); {
// PutOnClothing(ClothingItemData); UClothingItemInstance* ClothingItemInstance = UClothingItemInstance::CreateFromSave(this, ItemSaveRecord);
// } PutOnClothing(ClothingItemInstance);
}
} }
float UClothingManager::GetHeelHeight() float UClothingManager::GetHeelHeight()
@@ -109,6 +121,22 @@ void UClothingManager::PutOnClothing(UClothingItemInstance* ClothingItemInstance
{ {
ClothingSlotData.MeshComponent->SetLeaderPoseComponent(Cast<ACharacter>(GetOwner())->GetMesh()); ClothingSlotData.MeshComponent->SetLeaderPoseComponent(Cast<ACharacter>(GetOwner())->GetMesh());
} }
UClothingItem* ClothingItem = ClothingItemInstance->GetClothingItem();
if (ClothingItem->SlotType == EClothingSlotType::Bodysuit)
{
DropClothing(EClothingSlotType::Top);
DropClothing(EClothingSlotType::Bottom);
DropClothing(EClothingSlotType::UnderwearTop);
DropClothing(EClothingSlotType::UnderwearBottom);
}
else if (ClothingItem->SlotType == EClothingSlotType::Top ||
ClothingItem->SlotType == EClothingSlotType::Bottom ||
ClothingItem->SlotType == EClothingSlotType::UnderwearTop ||
ClothingItem->SlotType == EClothingSlotType::UnderwearBottom)
{
DropClothing(EClothingSlotType::Bodysuit);
}
OnClothingEquip.Broadcast(ClothingItemInstance); OnClothingEquip.Broadcast(ClothingItemInstance);
} }
@@ -125,6 +153,16 @@ void UClothingManager::TakeClothing(UClothingItemInstance* ClothingItemInstance)
ClothingSlotData.ClothingItemInstance = ClothingItemInstance; ClothingSlotData.ClothingItemInstance = ClothingItemInstance;
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
FItemSaveRecord ItemSaveRecord;
ItemSaveRecord.Init(ClothingItemInstance);
SaveSubsystem->GetCurrentSave()->EquippedItems.Push(ItemSaveRecord);
SaveSubsystem->GetCurrentSave()->DroppedItems.RemoveAll([ClothingItemInstance](const FItemSaveRecord& Item)
{
return Item.InstanceId == ClothingItemInstance->GetInstanceId();
});
PutOnClothing(ClothingItemInstance); PutOnClothing(ClothingItemInstance);
} }
@@ -149,6 +187,12 @@ UClothingItemInstance* UClothingManager::RemoveClothing(const EClothingSlotType
} }
OnClothingUnequip.Broadcast(ClothingItemInstance); OnClothingUnequip.Broadcast(ClothingItemInstance);
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
SaveSubsystem->GetCurrentSave()->EquippedItems.RemoveAll([ClothingItemInstance](const FItemSaveRecord& Item)
{
return Item.InstanceId == ClothingItemInstance->GetInstanceId();
});
return ClothingItemInstance; return ClothingItemInstance;
} }
@@ -158,6 +202,11 @@ void UClothingManager::DropClothing(const EClothingSlotType ClothingType)
const UClothingItemInstance* ClothingItemInstance = RemoveClothing(ClothingType); const UClothingItemInstance* ClothingItemInstance = RemoveClothing(ClothingType);
if (!ClothingItemInstance) if (!ClothingItemInstance)
return; return;
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
FItemSaveRecord ItemSaveRecord;
ItemSaveRecord.Init(ClothingItemInstance);
SaveSubsystem->GetCurrentSave()->DroppedItems.Push(ItemSaveRecord);
OnClothingDropped.Broadcast(ClothingItemInstance); OnClothingDropped.Broadcast(ClothingItemInstance);
} }
@@ -21,6 +21,8 @@ class NAKEDDESIRE_API UClothingManager : public UActorComponent
public: public:
UClothingManager(); UClothingManager();
virtual void BeginPlay() override;
UPROPERTY(BlueprintReadWrite, Category = "Clothing Manager|Clothing") UPROPERTY(BlueprintReadWrite, Category = "Clothing Manager|Clothing")
USkeletalMeshComponent* RootMesh = nullptr; USkeletalMeshComponent* RootMesh = nullptr;
@@ -36,7 +38,6 @@ public:
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FOnClothingChangeSignature OnClothingDropped; FOnClothingChangeSignature OnClothingDropped;
UFUNCTION(BlueprintCallable) UFUNCTION(BlueprintCallable)
void PutOnClothing(UClothingItemInstance* ClothingItemInstance); void PutOnClothing(UClothingItemInstance* ClothingItemInstance);
@@ -68,7 +69,7 @@ public:
UFUNCTION(BlueprintCallable) UFUNCTION(BlueprintCallable)
TArray<UClothingItemInstance*> GetEquippedClothing(); TArray<UClothingItemInstance*> GetEquippedClothing();
void HydrateClothing(UGlobalSaveGameData* SaveGameData); void HydrateClothing();
UFUNCTION(BlueprintPure) UFUNCTION(BlueprintPure)
float GetHeelHeight(); float GetHeelHeight();
@@ -14,7 +14,7 @@ enum class EClothingSlotType : uint8
Neck, Neck,
Face, Face,
Eyes, Eyes,
BodySuit, Bodysuit,
Top, Top,
Bottom, Bottom,
UnderwearTop, UnderwearTop,
@@ -10,6 +10,7 @@
#include "NakedDesire/MissionBuilder/MissionsManager.h" #include "NakedDesire/MissionBuilder/MissionsManager.h"
#include "NakedDesire/Player/NakedDesireCharacter.h" #include "NakedDesire/Player/NakedDesireCharacter.h"
#include "NakedDesire/SaveGame/GlobalSaveGameData.h" #include "NakedDesire/SaveGame/GlobalSaveGameData.h"
#include "NakedDesire/SaveGame/SaveSubsystem.h"
void ANakedDesireGameMode::RestartGame() void ANakedDesireGameMode::RestartGame()
{ {
@@ -23,7 +24,8 @@ AWardrobe* ANakedDesireGameMode::GetWardrobe() const
void ANakedDesireGameMode::BuyItem(UClothingItemInstance* ClothingItemInstance) void ANakedDesireGameMode::BuyItem(UClothingItemInstance* ClothingItemInstance)
{ {
UGlobalSaveGameData* SaveGame = UGlobalSaveGameData::LoadGame(); USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
UGlobalSaveGameData* SaveGame = SaveSubsystem->GetCurrentSave();
if (!SaveGame) if (!SaveGame)
{ {
UE_LOG(LogTemp, Error, TEXT("ANakedDesireGameMode::BuyItem Couldn't load save game")); UE_LOG(LogTemp, Error, TEXT("ANakedDesireGameMode::BuyItem Couldn't load save game"));
@@ -31,19 +33,25 @@ void ANakedDesireGameMode::BuyItem(UClothingItemInstance* ClothingItemInstance)
} }
if (SaveGame->Money < ClothingItemInstance->GetClothingItem()->BasePrice) if (SaveGame->Money < ClothingItemInstance->GetClothingItem()->BasePrice)
{
return; return;
}
SaveGame->Money -= ClothingItemInstance->GetClothingItem()->BasePrice; SaveGame->Money -= ClothingItemInstance->GetClothingItem()->BasePrice;
Wardrobe->ClothingItems.Add(ClothingItemInstance); Wardrobe->AddItem(ClothingItemInstance);
} }
void ANakedDesireGameMode::OnHourChanged(int32 Hour) void ANakedDesireGameMode::OnHourChanged(int32 Hour)
{ {
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
UGlobalSaveGameData* SaveGame = SaveSubsystem->GetCurrentSave();
if (!SaveGame)
{
UE_LOG(LogTemp, Error, TEXT("ANakedDesireGameMode::BuyItem Couldn't load save game"));
return;
}
if (Hour == 4) if (Hour == 4)
{ {
DaysPassed++; SaveGame->DaysPassed++;
RefreshDailyMissions(); RefreshDailyMissions();
} }
} }
@@ -63,12 +71,12 @@ void ANakedDesireGameMode::BeginPlay()
void ANakedDesireGameMode::RefreshDailyMissions() void ANakedDesireGameMode::RefreshDailyMissions()
{ {
ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)); const ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
if (!Player) if (!Player)
{
return; return;
}
int ClampedIndex = FMath::Clamp(DaysPassed, 0, MissionsConfig->DailyMissions.Num() - 1); USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
int ClampedIndex = FMath::Clamp(SaveSubsystem->GetCurrentSave()->DaysPassed , 0, MissionsConfig->DailyMissions.Num() - 1);
Player->MissionsManager->RefreshDailyMissions(MissionsConfig->DailyMissions[ClampedIndex].Missions); Player->MissionsManager->RefreshDailyMissions(MissionsConfig->DailyMissions[ClampedIndex].Missions);
} }
@@ -21,8 +21,6 @@ class ANakedDesireGameMode : public AGameModeBase
UPROPERTY(EditDefaultsOnly) UPROPERTY(EditDefaultsOnly)
UMissionsConfig* MissionsConfig; UMissionsConfig* MissionsConfig;
int32 DaysPassed = 0;
public: public:
int NoticeCount = 0; int NoticeCount = 0;
@@ -30,9 +28,6 @@ public:
UFUNCTION(BlueprintPure, BlueprintImplementableEvent) UFUNCTION(BlueprintPure, BlueprintImplementableEvent)
FTimecode GetCurrentTime() const; FTimecode GetCurrentTime() const;
UFUNCTION(BlueprintPure, BlueprintImplementableEvent)
int32 GetDaysElapsed() const;
UFUNCTION(BlueprintImplementableEvent, BlueprintCallable) UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
void SetCurrentTime(FTimecode TimeCode); void SetCurrentTime(FTimecode TimeCode);
@@ -30,6 +30,5 @@ class NAKEDDESIRE_API AInteractableBase : public AActor, public IInteractionTarg
public: public:
AInteractableBase(); AInteractableBase();
protected:
virtual void Tick(float DeltaSeconds) override; virtual void Tick(float DeltaSeconds) override;
}; };
@@ -3,3 +3,42 @@
#include "Wardrobe.h" #include "Wardrobe.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
#include "NakedDesire/SaveGame/ItemSaveRecord.h"
#include "NakedDesire/SaveGame/SaveSubsystem.h"
void AWardrobe::AddItem(UClothingItemInstance* ClothingItemInstance)
{
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
ClothingItems.Push(ClothingItemInstance);
FItemSaveRecord ItemSaveRecord;
ItemSaveRecord.Init(ClothingItemInstance);
SaveSubsystem->GetCurrentSave()->WardrobeItems.Push(ItemSaveRecord);
}
void AWardrobe::RemoveItem(UClothingItemInstance* ClothingItemInstance) const
{
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
SaveSubsystem->GetCurrentSave()->WardrobeItems.RemoveAll([ClothingItemInstance](const FItemSaveRecord& Item)
{
return Item.InstanceId == ClothingItemInstance->GetInstanceId();
});
}
void AWardrobe::BeginPlay()
{
Super::BeginPlay();
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
UGlobalSaveGameData* SaveGame = SaveSubsystem->GetCurrentSave();
for (const FItemSaveRecord& ItemSaveRecord : SaveGame->WardrobeItems)
{
UClothingItemInstance* NewItemInstance = UClothingItemInstance::CreateFromSave(this, ItemSaveRecord);
ClothingItems.Push(NewItemInstance);
}
}
@@ -17,4 +17,9 @@ class NAKEDDESIRE_API AWardrobe : public AInteractableBase
public: public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced) UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced)
TArray<TObjectPtr<UClothingItemInstance>> ClothingItems; TArray<TObjectPtr<UClothingItemInstance>> ClothingItems;
void AddItem(UClothingItemInstance* ClothingItemInstance);
void RemoveItem(UClothingItemInstance* ClothingItemInstance) const;
virtual void BeginPlay() override;
}; };
+3 -3
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@@ -6,12 +6,12 @@ void UItemInstance::PostInitProperties()
if (HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject | RF_NeedLoad)) if (HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject | RF_NeedLoad))
return; return;
if (!InstanceID.IsValid()) if (!InstanceId.IsValid())
InstanceID = FGuid::NewGuid(); InstanceId = FGuid::NewGuid();
} }
void UItemInstance::PostDuplicate(EDuplicateMode::Type DuplicateMode) void UItemInstance::PostDuplicate(EDuplicateMode::Type DuplicateMode)
{ {
Super::PostDuplicate(DuplicateMode); Super::PostDuplicate(DuplicateMode);
InstanceID = FGuid::NewGuid(); InstanceId = FGuid::NewGuid();
} }
+3 -3
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@@ -14,9 +14,9 @@ public:
virtual void PostDuplicate(EDuplicateMode::Type DuplicateMode) override; virtual void PostDuplicate(EDuplicateMode::Type DuplicateMode) override;
UFUNCTION(BlueprintPure, Category = "Item") UFUNCTION(BlueprintPure, Category = "Item")
FGuid GetInstanceID() const { return InstanceID; } FGuid GetInstanceId() const { return InstanceId; }
private: protected:
UPROPERTY(VisibleAnywhere, SaveGame, BlueprintReadOnly, Category = "Item", meta = (AllowPrivateAccess = "true")) UPROPERTY(VisibleAnywhere, SaveGame, BlueprintReadOnly, Category = "Item", meta = (AllowPrivateAccess = "true"))
FGuid InstanceID; FGuid InstanceId;
}; };
+5 -5
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@@ -11,18 +11,18 @@ class NAKEDDESIRE_API USexToyItem : public UPrimaryDataAsset
GENERATED_BODY() GENERATED_BODY()
public: public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sed Toy") UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sex Toy")
float LustModifier = 0.0f; float LustModifier = 0.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sed Toy") UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sex Toy")
float EmbarrassmentModifier = 0.0f; float EmbarrassmentModifier = 0.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sed Toy") UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sex Toy")
float PulseModifier = 0.0f; float PulseModifier = 0.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sed Toy") UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sex Toy")
bool HasVibration = false; bool HasVibration = false;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sed Toy") UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sex Toy")
EClothingSlotType SlotType = EClothingSlotType::Anal; EClothingSlotType SlotType = EClothingSlotType::Anal;
}; };
@@ -404,9 +404,9 @@ void ANakedDesireCharacter::SetupClothingSlots()
LOCTEXT("Eyes", "Eyes"))); LOCTEXT("Eyes", "Eyes")));
ClothingManager->ClothingSlots.Add( ClothingManager->ClothingSlots.Add(
FClothingSlotData( FClothingSlotData(
BodySuitMeshComponent, EClothingSlotType::BodySuit, BodySuitMeshComponent, EClothingSlotType::Bodysuit,
nullptr, nullptr,
LOCTEXT("BodySuit", "BodySuit"))); LOCTEXT("Bodysuit", "Bodysuit")));
ClothingManager->ClothingSlots.Add( ClothingManager->ClothingSlots.Add(
FClothingSlotData( FClothingSlotData(
TopMeshComponent, EClothingSlotType::Top, TopMeshComponent, EClothingSlotType::Top,
@@ -88,7 +88,7 @@ USkeletalMeshComponent* APlayerCinematic::GetMeshByType(const EClothingSlotType
return FaceMeshComponent; return FaceMeshComponent;
case EClothingSlotType::Eyes: case EClothingSlotType::Eyes:
return EyesMeshComponent; return EyesMeshComponent;
case EClothingSlotType::BodySuit: case EClothingSlotType::Bodysuit:
return BodyMeshComponent; return BodyMeshComponent;
case EClothingSlotType::Top: case EClothingSlotType::Top:
return TopMeshComponent; return TopMeshComponent;
+1 -1
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@@ -93,7 +93,7 @@ USkeletalMeshComponent* APlayerImpostor::GetMeshByType(const EClothingSlotType S
return FaceMeshComponent; return FaceMeshComponent;
case EClothingSlotType::Eyes: case EClothingSlotType::Eyes:
return EyesMeshComponent; return EyesMeshComponent;
case EClothingSlotType::BodySuit: case EClothingSlotType::Bodysuit:
return BodyMeshComponent; return BodyMeshComponent;
case EClothingSlotType::Top: case EClothingSlotType::Top:
return TopMeshComponent; return TopMeshComponent;
@@ -8,10 +8,10 @@
UGlobalSaveGameData* UGlobalSaveGameData::CreateNewSaveGame() UGlobalSaveGameData* UGlobalSaveGameData::CreateNewSaveGame()
{ {
UGlobalSaveGameData* NewSave = Cast<UGlobalSaveGameData>(UGameplayStatics::CreateSaveGameObject(StaticClass())); UGlobalSaveGameData* NewSave = Cast<UGlobalSaveGameData>(UGameplayStatics::CreateSaveGameObject(StaticClass()));
NewSave->Money = STARTING_MONEY;
if (!NewSave) if (!NewSave)
return nullptr; return nullptr;
NewSave->Money = STARTING_MONEY;
return NewSave; return NewSave;
} }
@@ -41,12 +41,7 @@ UGlobalSaveGameData* UGlobalSaveGameData::LoadGame(const FString& SlotName)
return nullptr; return nullptr;
} }
bool UGlobalSaveGameData::SaveGame(const FString& SlotName) bool UGlobalSaveGameData::SaveGame(UGlobalSaveGameData* SaveGameData, const FString& SlotName)
{ {
if (UGlobalSaveGameData* Save = CreateNewSaveGame()) return UGameplayStatics::SaveGameToSlot(SaveGameData, SlotName, SLOT_PLAYER);
{
return UGameplayStatics::SaveGameToSlot(Save, SlotName, SLOT_PLAYER);
}
return false;
} }
@@ -17,7 +17,7 @@ class NAKEDDESIRE_API UGlobalSaveGameData : public USaveGame
public: public:
static UGlobalSaveGameData* LoadOrCreateSaveGame(const FString& SlotName = DefaultSaveSlotName); static UGlobalSaveGameData* LoadOrCreateSaveGame(const FString& SlotName = DefaultSaveSlotName);
static UGlobalSaveGameData* LoadGame(const FString& SlotName = DefaultSaveSlotName); static UGlobalSaveGameData* LoadGame(const FString& SlotName = DefaultSaveSlotName);
static bool SaveGame(const FString& SlotName = DefaultSaveSlotName); static bool SaveGame(UGlobalSaveGameData* SaveGameData, const FString& SlotName = DefaultSaveSlotName);
UPROPERTY(SaveGame) UPROPERTY(SaveGame)
bool HaveSeenTutorial = false; bool HaveSeenTutorial = false;
@@ -31,6 +31,9 @@ public:
UPROPERTY(SaveGame) UPROPERTY(SaveGame)
TArray<FItemSaveRecord> EquippedItems; TArray<FItemSaveRecord> EquippedItems;
UPROPERTY(SaveGame)
TArray<FItemSaveRecord> DroppedItems;
UPROPERTY(SaveGame) UPROPERTY(SaveGame)
int32 DaysPassed = 0; int32 DaysPassed = 0;
+15 -1
View File
@@ -1,9 +1,11 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Clothing/ClothingItem.h"
#include "ItemSaveRecord.generated.h" #include "ItemSaveRecord.generated.h"
class UClothingItem; class UClothingItemInstance;
USTRUCT() USTRUCT()
struct NAKEDDESIRE_API FItemSaveRecord struct NAKEDDESIRE_API FItemSaveRecord
@@ -21,4 +23,16 @@ struct NAKEDDESIRE_API FItemSaveRecord
UPROPERTY(SaveGame) UPROPERTY(SaveGame)
FGuid ParentId; FGuid ParentId;
UPROPERTY(SaveGame)
FTransform WorldTransform;
void Init(const UClothingItemInstance* ClothingItemInstance);
}; };
inline void FItemSaveRecord::Init(const UClothingItemInstance* ClothingItemInstance)
{
InstanceId = ClothingItemInstance->GetInstanceId();
Definition = ClothingItemInstance->GetClothingItem();
Condition = ClothingItemInstance->Condition;
}
+13 -3
View File
@@ -4,12 +4,12 @@
void USaveSubsystem::LoadGame(const FString& SlotName) void USaveSubsystem::LoadGame(const FString& SlotName)
{ {
UGlobalSaveGameData* Save = UGlobalSaveGameData::LoadGame(SlotName); CurrentSave = UGlobalSaveGameData::LoadGame(SlotName);
} }
bool USaveSubsystem::SaveGame(const FString& SlotName) bool USaveSubsystem::SaveGame(const FString& SlotName) const
{ {
return UGlobalSaveGameData::SaveGame(SlotName); return UGlobalSaveGameData::SaveGame(CurrentSave, SlotName);
} }
void USaveSubsystem::AddItem(const FItemSaveRecord& Record) void USaveSubsystem::AddItem(const FItemSaveRecord& Record)
@@ -31,3 +31,13 @@ void USaveSubsystem::Initialize(FSubsystemCollectionBase& Collection)
LoadGame(); LoadGame();
} }
UGlobalSaveGameData* USaveSubsystem::GetCurrentSave()
{
if (!CurrentSave)
{
CurrentSave = UGlobalSaveGameData::LoadOrCreateSaveGame(ActiveSlotName);
}
return CurrentSave;
}
+3 -1
View File
@@ -15,7 +15,7 @@ class NAKEDDESIRE_API USaveSubsystem : public UGameInstanceSubsystem
public: public:
void LoadGame(const FString& SlotName = DefaultSaveSlotName); void LoadGame(const FString& SlotName = DefaultSaveSlotName);
bool SaveGame(const FString& SlotName = DefaultSaveSlotName); bool SaveGame(const FString& SlotName = DefaultSaveSlotName) const;
const TArray<FItemSaveRecord>& GetItems() const { return Items; } const TArray<FItemSaveRecord>& GetItems() const { return Items; }
void AddItem(const FItemSaveRecord& Record); void AddItem(const FItemSaveRecord& Record);
@@ -23,6 +23,8 @@ public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override; virtual void Initialize(FSubsystemCollectionBase& Collection) override;
UGlobalSaveGameData* GetCurrentSave();
private: private:
UPROPERTY() UPROPERTY()
FString ActiveSlotName = DefaultSaveSlotName; FString ActiveSlotName = DefaultSaveSlotName;