Completed phase 1
This commit is contained in:
@@ -580,7 +580,7 @@ Sleeping at home fast-forwards 8 hours.
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- **Café** — pre-made food.
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- **Clothing shops** — various types, each with a different inventory mix.
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- **Gym** — increase max energy. Costs energy in the process. Costs money.
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- **Beauty salon** — boobs size, ass size, makeup, hairstyle, hair color.
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- **Beauty salon** — boobs size, ass size, makeup, hairstyle, hair color. See §10.4.3 for makeup details.
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- **Adult shop** — Buy sex toys for the `Nipples`, `Anal`, and `Vagina` toy slots (§6.5).
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- **Electronics shop** — Buy upgraded phone models. Sells the Mid and Pro tiers (§9.9). In-person only; no online variant.
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- **Streets / parks / alleys** — commission space.
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@@ -629,6 +629,28 @@ The mixed pacing is deliberate: slots are the "fast burn," tables are the "time
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- Casino is both an income source and a money sink. Net EV per session is negative on average; spikes are possible.
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- 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.
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#### 10.4.3 Beauty salon — makeup
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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.
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**Presets:** Five fixed options, selected from a menu at the salon counter:
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| Preset | Description |
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|-----------|--------------------------|
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| `None` | No makeup (bare face). |
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| `Natural` | Subtle, everyday look. |
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| `Glam` | Full glam / bold lips. |
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| `Gothic` | Dark tones, heavy liner. |
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| `Flashy` | Vivid color, expressive. |
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**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.
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**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.
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**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++.
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**Scope:** Beauty salon only. No apartment mirror, no phone app, no mid-session change. Keep it simple.
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---
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## 11. PC (at home)
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@@ -685,6 +707,8 @@ The forum is accessed via phone or PC. It is both diegetic and the primary missi
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> **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.
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> **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.
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### 13.4 Commission generation
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Commissions should be procedural with template-driven content. Recommended template structure:
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```
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@@ -749,6 +773,7 @@ Radial or hotbar accessible mid-session. Actions:
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- Drop bag / pick up bag.
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- Masturbate (Slut-path unlock, §5.1 — entry hidden until unlocked).
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- Crouch / stand.
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- Open emote wheel (§14.5).
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### 14.2 HUD (in-session)
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- Attribute bars (energy, stamina, embarrassment, lust) — minimal/peripheral when low, more prominent when nearing thresholds.
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@@ -760,6 +785,29 @@ Radial or hotbar accessible mid-session. Actions:
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### 14.3 Out-of-session UI
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Forum, bank, gallery, shops are all in-fiction screens (phone/PC). Avoid out-of-fiction menus where possible.
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### 14.5 Emote wheel
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A dedicated radial wheel for selecting a facial expression / pose. Available at any time during a session, not limited to photo mode.
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**Emotes (fixed set):**
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| Emote | Description |
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|------------|------------------------------------|
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| `Neutral` | Default resting expression. |
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| `Smile` | Warm, natural smile. |
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| `Sultry` | Half-lidded, confident look. |
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| `Shy` | Eyes down, flustered expression. |
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| `Playful` | Grin, light mischief energy. |
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**Lifecycle:**
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- Opening the wheel **pauses movement** for the moment of selection; closing without selecting does nothing.
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- On selection the emote plays and a timer starts (duration TBD §21). When the timer expires the player returns to their default expression automatically.
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- Any **movement input** (walk, run, crouch) cancels the emote immediately.
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- 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.
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- 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.
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**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.
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### 14.4 Accessibility & comfort
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- Subtitle support for any voiced dialogue.
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- Camera "place" via voice command must have a non-voice fallback (hotkey).
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@@ -1 +1,27 @@
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#include "ClothingItemInstance.h"
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#include "ClothingItem.h"
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#include "NakedDesire/SaveGame/ItemSaveRecord.h"
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void UClothingItemInstance::Init(UClothingItem* InClothingItem)
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{
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ClothingItem = InClothingItem;
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}
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void UClothingItemInstance::Setup(UClothingItem* InClothingItem, const TArray<UItemInstance*>& InStoredItems,
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const float InCondition, const FGuid InInstanceId)
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{
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this->ClothingItem = InClothingItem;
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this->StoredItems = InStoredItems;
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this->Condition = InCondition;
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this->InstanceId = InInstanceId;
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}
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UClothingItemInstance* UClothingItemInstance::CreateFromSave(UObject* Outer, const FItemSaveRecord& ItemSaveRecord)
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{
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UClothingItemInstance* NewItemInstance = NewObject<UClothingItemInstance>(Outer);
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NewItemInstance->Setup(ItemSaveRecord.Definition.Get(), {}, ItemSaveRecord.Condition, ItemSaveRecord.InstanceId);
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return NewItemInstance;
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}
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@@ -4,6 +4,7 @@
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#include "NakedDesire/Items/ItemInstance.h"
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#include "ClothingItemInstance.generated.h"
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struct FItemSaveRecord;
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class UClothingItem;
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UCLASS(BlueprintType)
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@@ -17,6 +18,11 @@ public:
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UClothingItem* GetClothingItem() const { return ClothingItem; }
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void Init(UClothingItem* InClothingItem);
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void Setup(UClothingItem* InClothingItem, const TArray<UItemInstance*>& InStoredItems, float InCondition, FGuid InInstanceId);
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static UClothingItemInstance* CreateFromSave(UObject* Outer, const FItemSaveRecord& ItemSaveRecord);
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protected:
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UPROPERTY(BlueprintReadOnly, Category = "Clothing Item")
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TObjectPtr<UClothingItem> ClothingItem;
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@@ -5,12 +5,23 @@
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#include "ClothingItem.h"
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#include "ClothingItemInstance.h"
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#include "GameFramework/Character.h"
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#include "Kismet/GameplayStatics.h"
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#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
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#include "NakedDesire/SaveGame/ItemSaveRecord.h"
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#include "NakedDesire/SaveGame/SaveSubsystem.h"
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UClothingManager::UClothingManager()
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{
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PrimaryComponentTick.bCanEverTick = false;
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}
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void UClothingManager::BeginPlay()
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{
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Super::BeginPlay();
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HydrateClothing();
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}
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bool UClothingManager::IsBodyTypeExposed(const EBodyPart BodyPart)
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{
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for (const auto& ClothingSlot : ClothingSlots)
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@@ -63,13 +74,14 @@ TArray<UClothingItemInstance*> UClothingManager::GetEquippedClothing()
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return EquippedClothingItems;
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}
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void UClothingManager::HydrateClothing(UGlobalSaveGameData* SaveGameData)
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void UClothingManager::HydrateClothing()
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{
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// for (const FClothingItemSaveData& ClothingItemSaveData : SaveGameData->PlayerClothing)
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// {
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// UClothingItemData* ClothingItemData = UClothingItemData::CreateFromSaveData(ClothingItemSaveData);
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// PutOnClothing(ClothingItemData);
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// }
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USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
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for (const FItemSaveRecord& ItemSaveRecord : SaveSubsystem->GetCurrentSave()->EquippedItems)
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{
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UClothingItemInstance* ClothingItemInstance = UClothingItemInstance::CreateFromSave(this, ItemSaveRecord);
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PutOnClothing(ClothingItemInstance);
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}
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}
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float UClothingManager::GetHeelHeight()
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@@ -109,6 +121,22 @@ void UClothingManager::PutOnClothing(UClothingItemInstance* ClothingItemInstance
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{
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ClothingSlotData.MeshComponent->SetLeaderPoseComponent(Cast<ACharacter>(GetOwner())->GetMesh());
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}
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UClothingItem* ClothingItem = ClothingItemInstance->GetClothingItem();
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if (ClothingItem->SlotType == EClothingSlotType::Bodysuit)
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{
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DropClothing(EClothingSlotType::Top);
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DropClothing(EClothingSlotType::Bottom);
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DropClothing(EClothingSlotType::UnderwearTop);
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DropClothing(EClothingSlotType::UnderwearBottom);
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}
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else if (ClothingItem->SlotType == EClothingSlotType::Top ||
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ClothingItem->SlotType == EClothingSlotType::Bottom ||
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ClothingItem->SlotType == EClothingSlotType::UnderwearTop ||
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ClothingItem->SlotType == EClothingSlotType::UnderwearBottom)
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{
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DropClothing(EClothingSlotType::Bodysuit);
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}
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OnClothingEquip.Broadcast(ClothingItemInstance);
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}
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@@ -125,6 +153,16 @@ void UClothingManager::TakeClothing(UClothingItemInstance* ClothingItemInstance)
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ClothingSlotData.ClothingItemInstance = ClothingItemInstance;
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USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
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FItemSaveRecord ItemSaveRecord;
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ItemSaveRecord.Init(ClothingItemInstance);
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SaveSubsystem->GetCurrentSave()->EquippedItems.Push(ItemSaveRecord);
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SaveSubsystem->GetCurrentSave()->DroppedItems.RemoveAll([ClothingItemInstance](const FItemSaveRecord& Item)
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{
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return Item.InstanceId == ClothingItemInstance->GetInstanceId();
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});
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PutOnClothing(ClothingItemInstance);
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}
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@@ -149,6 +187,12 @@ UClothingItemInstance* UClothingManager::RemoveClothing(const EClothingSlotType
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}
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OnClothingUnequip.Broadcast(ClothingItemInstance);
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USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
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SaveSubsystem->GetCurrentSave()->EquippedItems.RemoveAll([ClothingItemInstance](const FItemSaveRecord& Item)
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{
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return Item.InstanceId == ClothingItemInstance->GetInstanceId();
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});
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return ClothingItemInstance;
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}
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@@ -158,6 +202,11 @@ void UClothingManager::DropClothing(const EClothingSlotType ClothingType)
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const UClothingItemInstance* ClothingItemInstance = RemoveClothing(ClothingType);
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if (!ClothingItemInstance)
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return;
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USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
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FItemSaveRecord ItemSaveRecord;
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ItemSaveRecord.Init(ClothingItemInstance);
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SaveSubsystem->GetCurrentSave()->DroppedItems.Push(ItemSaveRecord);
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OnClothingDropped.Broadcast(ClothingItemInstance);
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}
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@@ -21,6 +21,8 @@ class NAKEDDESIRE_API UClothingManager : public UActorComponent
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public:
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UClothingManager();
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virtual void BeginPlay() override;
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UPROPERTY(BlueprintReadWrite, Category = "Clothing Manager|Clothing")
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USkeletalMeshComponent* RootMesh = nullptr;
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@@ -36,7 +38,6 @@ 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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@@ -68,7 +69,7 @@ public:
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UFUNCTION(BlueprintCallable)
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TArray<UClothingItemInstance*> GetEquippedClothing();
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void HydrateClothing(UGlobalSaveGameData* SaveGameData);
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void HydrateClothing();
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UFUNCTION(BlueprintPure)
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float GetHeelHeight();
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@@ -14,7 +14,7 @@ enum class EClothingSlotType : uint8
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Neck,
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Face,
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Eyes,
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BodySuit,
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Bodysuit,
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Top,
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Bottom,
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UnderwearTop,
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@@ -10,6 +10,7 @@
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#include "NakedDesire/MissionBuilder/MissionsManager.h"
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#include "NakedDesire/Player/NakedDesireCharacter.h"
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#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
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#include "NakedDesire/SaveGame/SaveSubsystem.h"
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void ANakedDesireGameMode::RestartGame()
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{
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@@ -23,7 +24,8 @@ AWardrobe* ANakedDesireGameMode::GetWardrobe() const
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void ANakedDesireGameMode::BuyItem(UClothingItemInstance* ClothingItemInstance)
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{
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UGlobalSaveGameData* SaveGame = UGlobalSaveGameData::LoadGame();
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USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
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UGlobalSaveGameData* SaveGame = SaveSubsystem->GetCurrentSave();
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if (!SaveGame)
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{
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UE_LOG(LogTemp, Error, TEXT("ANakedDesireGameMode::BuyItem Couldn't load save game"));
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@@ -31,19 +33,25 @@ void ANakedDesireGameMode::BuyItem(UClothingItemInstance* ClothingItemInstance)
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}
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if (SaveGame->Money < ClothingItemInstance->GetClothingItem()->BasePrice)
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{
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return;
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}
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SaveGame->Money -= ClothingItemInstance->GetClothingItem()->BasePrice;
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Wardrobe->ClothingItems.Add(ClothingItemInstance);
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Wardrobe->AddItem(ClothingItemInstance);
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}
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void ANakedDesireGameMode::OnHourChanged(int32 Hour)
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{
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USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
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UGlobalSaveGameData* SaveGame = SaveSubsystem->GetCurrentSave();
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if (!SaveGame)
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{
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UE_LOG(LogTemp, Error, TEXT("ANakedDesireGameMode::BuyItem Couldn't load save game"));
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return;
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}
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if (Hour == 4)
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{
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DaysPassed++;
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SaveGame->DaysPassed++;
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RefreshDailyMissions();
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}
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}
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@@ -63,12 +71,12 @@ void ANakedDesireGameMode::BeginPlay()
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void ANakedDesireGameMode::RefreshDailyMissions()
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{
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ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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const ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
|
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if (!Player)
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{
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return;
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}
|
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int ClampedIndex = FMath::Clamp(DaysPassed, 0, MissionsConfig->DailyMissions.Num() - 1);
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USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
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int ClampedIndex = FMath::Clamp(SaveSubsystem->GetCurrentSave()->DaysPassed , 0, MissionsConfig->DailyMissions.Num() - 1);
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Player->MissionsManager->RefreshDailyMissions(MissionsConfig->DailyMissions[ClampedIndex].Missions);
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}
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@@ -21,8 +21,6 @@ class ANakedDesireGameMode : public AGameModeBase
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UPROPERTY(EditDefaultsOnly)
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UMissionsConfig* MissionsConfig;
|
||||
|
||||
int32 DaysPassed = 0;
|
||||
|
||||
public:
|
||||
int NoticeCount = 0;
|
||||
|
||||
@@ -30,9 +28,6 @@ public:
|
||||
|
||||
UFUNCTION(BlueprintPure, BlueprintImplementableEvent)
|
||||
FTimecode GetCurrentTime() const;
|
||||
|
||||
UFUNCTION(BlueprintPure, BlueprintImplementableEvent)
|
||||
int32 GetDaysElapsed() const;
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
|
||||
void SetCurrentTime(FTimecode TimeCode);
|
||||
|
||||
@@ -30,6 +30,5 @@ class NAKEDDESIRE_API AInteractableBase : public AActor, public IInteractionTarg
|
||||
public:
|
||||
AInteractableBase();
|
||||
|
||||
protected:
|
||||
virtual void Tick(float DeltaSeconds) override;
|
||||
};
|
||||
|
||||
@@ -3,3 +3,42 @@
|
||||
|
||||
#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)
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||||
{
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USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
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||||
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||||
ClothingItems.Push(ClothingItemInstance);
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FItemSaveRecord ItemSaveRecord;
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||||
ItemSaveRecord.Init(ClothingItemInstance);
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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:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced)
|
||||
TArray<TObjectPtr<UClothingItemInstance>> ClothingItems;
|
||||
|
||||
void AddItem(UClothingItemInstance* ClothingItemInstance);
|
||||
void RemoveItem(UClothingItemInstance* ClothingItemInstance) const;
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
};
|
||||
|
||||
@@ -6,12 +6,12 @@ void UItemInstance::PostInitProperties()
|
||||
|
||||
if (HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject | RF_NeedLoad))
|
||||
return;
|
||||
if (!InstanceID.IsValid())
|
||||
InstanceID = FGuid::NewGuid();
|
||||
if (!InstanceId.IsValid())
|
||||
InstanceId = FGuid::NewGuid();
|
||||
}
|
||||
|
||||
void UItemInstance::PostDuplicate(EDuplicateMode::Type DuplicateMode)
|
||||
{
|
||||
Super::PostDuplicate(DuplicateMode);
|
||||
InstanceID = FGuid::NewGuid();
|
||||
InstanceId = FGuid::NewGuid();
|
||||
}
|
||||
|
||||
@@ -14,9 +14,9 @@ public:
|
||||
virtual void PostDuplicate(EDuplicateMode::Type DuplicateMode) override;
|
||||
|
||||
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"))
|
||||
FGuid InstanceID;
|
||||
FGuid InstanceId;
|
||||
};
|
||||
|
||||
@@ -11,18 +11,18 @@ class NAKEDDESIRE_API USexToyItem : public UPrimaryDataAsset
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sed Toy")
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sex Toy")
|
||||
float LustModifier = 0.0f;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sed Toy")
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sex Toy")
|
||||
float EmbarrassmentModifier = 0.0f;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sed Toy")
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sex Toy")
|
||||
float PulseModifier = 0.0f;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sed Toy")
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sex Toy")
|
||||
bool HasVibration = false;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sed Toy")
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sex Toy")
|
||||
EClothingSlotType SlotType = EClothingSlotType::Anal;
|
||||
};
|
||||
|
||||
@@ -404,9 +404,9 @@ void ANakedDesireCharacter::SetupClothingSlots()
|
||||
LOCTEXT("Eyes", "Eyes")));
|
||||
ClothingManager->ClothingSlots.Add(
|
||||
FClothingSlotData(
|
||||
BodySuitMeshComponent, EClothingSlotType::BodySuit,
|
||||
BodySuitMeshComponent, EClothingSlotType::Bodysuit,
|
||||
nullptr,
|
||||
LOCTEXT("BodySuit", "BodySuit")));
|
||||
LOCTEXT("Bodysuit", "Bodysuit")));
|
||||
ClothingManager->ClothingSlots.Add(
|
||||
FClothingSlotData(
|
||||
TopMeshComponent, EClothingSlotType::Top,
|
||||
|
||||
@@ -88,7 +88,7 @@ USkeletalMeshComponent* APlayerCinematic::GetMeshByType(const EClothingSlotType
|
||||
return FaceMeshComponent;
|
||||
case EClothingSlotType::Eyes:
|
||||
return EyesMeshComponent;
|
||||
case EClothingSlotType::BodySuit:
|
||||
case EClothingSlotType::Bodysuit:
|
||||
return BodyMeshComponent;
|
||||
case EClothingSlotType::Top:
|
||||
return TopMeshComponent;
|
||||
|
||||
@@ -93,7 +93,7 @@ USkeletalMeshComponent* APlayerImpostor::GetMeshByType(const EClothingSlotType S
|
||||
return FaceMeshComponent;
|
||||
case EClothingSlotType::Eyes:
|
||||
return EyesMeshComponent;
|
||||
case EClothingSlotType::BodySuit:
|
||||
case EClothingSlotType::Bodysuit:
|
||||
return BodyMeshComponent;
|
||||
case EClothingSlotType::Top:
|
||||
return TopMeshComponent;
|
||||
|
||||
@@ -8,10 +8,10 @@
|
||||
UGlobalSaveGameData* UGlobalSaveGameData::CreateNewSaveGame()
|
||||
{
|
||||
UGlobalSaveGameData* NewSave = Cast<UGlobalSaveGameData>(UGameplayStatics::CreateSaveGameObject(StaticClass()));
|
||||
NewSave->Money = STARTING_MONEY;
|
||||
|
||||
if (!NewSave)
|
||||
return nullptr;
|
||||
|
||||
NewSave->Money = STARTING_MONEY;
|
||||
|
||||
return NewSave;
|
||||
}
|
||||
@@ -41,12 +41,7 @@ UGlobalSaveGameData* UGlobalSaveGameData::LoadGame(const FString& SlotName)
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
bool UGlobalSaveGameData::SaveGame(const FString& SlotName)
|
||||
bool UGlobalSaveGameData::SaveGame(UGlobalSaveGameData* SaveGameData, const FString& SlotName)
|
||||
{
|
||||
if (UGlobalSaveGameData* Save = CreateNewSaveGame())
|
||||
{
|
||||
return UGameplayStatics::SaveGameToSlot(Save, SlotName, SLOT_PLAYER);
|
||||
}
|
||||
|
||||
return false;
|
||||
return UGameplayStatics::SaveGameToSlot(SaveGameData, SlotName, SLOT_PLAYER);
|
||||
}
|
||||
|
||||
@@ -17,7 +17,7 @@ class NAKEDDESIRE_API UGlobalSaveGameData : public USaveGame
|
||||
public:
|
||||
static UGlobalSaveGameData* LoadOrCreateSaveGame(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)
|
||||
bool HaveSeenTutorial = false;
|
||||
@@ -31,6 +31,9 @@ public:
|
||||
UPROPERTY(SaveGame)
|
||||
TArray<FItemSaveRecord> EquippedItems;
|
||||
|
||||
UPROPERTY(SaveGame)
|
||||
TArray<FItemSaveRecord> DroppedItems;
|
||||
|
||||
UPROPERTY(SaveGame)
|
||||
int32 DaysPassed = 0;
|
||||
|
||||
|
||||
@@ -1,9 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "NakedDesire/Clothing/ClothingItemInstance.h"
|
||||
#include "NakedDesire/Clothing/ClothingItem.h"
|
||||
#include "ItemSaveRecord.generated.h"
|
||||
|
||||
class UClothingItem;
|
||||
class UClothingItemInstance;
|
||||
|
||||
USTRUCT()
|
||||
struct NAKEDDESIRE_API FItemSaveRecord
|
||||
@@ -21,4 +23,16 @@ struct NAKEDDESIRE_API FItemSaveRecord
|
||||
|
||||
UPROPERTY(SaveGame)
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -4,12 +4,12 @@
|
||||
|
||||
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)
|
||||
@@ -31,3 +31,13 @@ void USaveSubsystem::Initialize(FSubsystemCollectionBase& Collection)
|
||||
|
||||
LoadGame();
|
||||
}
|
||||
|
||||
UGlobalSaveGameData* USaveSubsystem::GetCurrentSave()
|
||||
{
|
||||
if (!CurrentSave)
|
||||
{
|
||||
CurrentSave = UGlobalSaveGameData::LoadOrCreateSaveGame(ActiveSlotName);
|
||||
}
|
||||
|
||||
return CurrentSave;
|
||||
}
|
||||
|
||||
@@ -15,7 +15,7 @@ class NAKEDDESIRE_API USaveSubsystem : public UGameInstanceSubsystem
|
||||
|
||||
public:
|
||||
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; }
|
||||
void AddItem(const FItemSaveRecord& Record);
|
||||
@@ -23,6 +23,8 @@ public:
|
||||
|
||||
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
|
||||
|
||||
UGlobalSaveGameData* GetCurrentSave();
|
||||
|
||||
private:
|
||||
UPROPERTY()
|
||||
FString ActiveSlotName = DefaultSaveSlotName;
|
||||
|
||||
Reference in New Issue
Block a user