Refactor censorship

This commit is contained in:
2026-05-29 22:27:32 +03:00
parent fbca5dd1c0
commit 69ec356f16
4 changed files with 170 additions and 78 deletions
@@ -9,6 +9,7 @@
#include "EnhancedInputSubsystems.h"
#include "Kismet/GameplayStatics.h"
#include "Internationalization/Text.h"
#include "NakedDesire/Censorship/CensorshipComponent.h"
#include "NakedDesire/Clothing/ClothingItemDefinition.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Global/Constants.h"
@@ -78,6 +79,8 @@ ANakedDesireCharacter::ANakedDesireCharacter()
AnalCensorship = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Anal Censorship"));
AnalCensorship->SetupAttachment(GetMesh(), FName(TEXT("pelvis")));
CensorshipComponent = CreateDefaultSubobject<UCensorshipComponent>(TEXT("Censorship Component"));
StimuliSourceComponent = CreateDefaultSubobject<UAIPerceptionStimuliSourceComponent>(TEXT("Stimuli Source Component"));
InteractionComponent = CreateDefaultSubobject<UInteractionComponent>(TEXT("Interaction Component"));
}
@@ -153,12 +156,11 @@ void ANakedDesireCharacter::BeginPlay()
StimuliSourceComponent->RegisterForSense(TSubclassOf<UAISense_Sight>());
StimuliSourceComponent->RegisterWithPerceptionSystem();
ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &ANakedDesireCharacter::OnClothingEquip);
ClothingManager->OnClothingUnequip.AddUniqueDynamic(this, &ANakedDesireCharacter::OnClothingUnequip);
HUD = Cast<ANakedDesireHUD>(UGameplayStatics::GetPlayerController(GetWorld(), 0)->GetHUD());
// Initialize after Super::BeginPlay so clothing hydration has populated the
// equipped set; the component recomputes censorship from that final state.
CensorshipComponent->Initialize(ClothingManager, BoobLCensorship, BoobRCensorship, VaginaCensorship, AnalCensorship);
UNakedDesireUserSettings::GetNakedDesireUserSettings()->OnSettingsChanged.AddUniqueDynamic(this, &ANakedDesireCharacter::OnSettingsChanged);
HUD = Cast<ANakedDesireHUD>(UGameplayStatics::GetPlayerController(GetWorld(), 0)->GetHUD());
}
UAISense_Sight::EVisibilityResult ANakedDesireCharacter::CanBeSeenFrom(const FCanBeSeenFromContext& Context,
@@ -225,70 +227,6 @@ void ANakedDesireCharacter::LogTest()
UE_LOG(LogTemp, Warning, TEXT("ANakedDesireCharacter::LogTest %s"), *ClothingItemInstance->GetInstanceId().ToString());
}
void ANakedDesireCharacter::OnClothingEquip(UClothingItemInstance* ClothingItemInstance)
{
if (ClothingItemInstance->GetClothingItemDefinition()->HiddenBodyParts.Contains(EBodyPart::Ass))
{
AnalCensorship->SetVisibility(false);
}
if (ClothingItemInstance->GetClothingItemDefinition()->HiddenBodyParts.Contains(EBodyPart::Genitals))
{
VaginaCensorship->SetVisibility(false);
}
if (ClothingItemInstance->GetClothingItemDefinition()->HiddenBodyParts.Contains(EBodyPart::Boobs))
{
BoobLCensorship->SetVisibility(false);
BoobRCensorship->SetVisibility(false);
}
}
void ANakedDesireCharacter::OnClothingUnequip(UClothingItemInstance* ClothingItemInstance)
{
if (!UNakedDesireUserSettings::GetNakedDesireUserSettings()->GetIsCensorshipEnabled() && !IS_DEMO)
return;
if (ClothingManager->IsBodyPartExposed(EBodyPart::Ass))
{
AnalCensorship->SetVisibility(true);
}
if (ClothingManager->IsBodyPartExposed(EBodyPart::Genitals))
{
VaginaCensorship->SetVisibility(true);
}
if (ClothingManager->IsBodyPartExposed(EBodyPart::Boobs))
{
BoobLCensorship->SetVisibility(true);
BoobRCensorship->SetVisibility(true);
}
}
void ANakedDesireCharacter::OnSettingsChanged(UNakedDesireUserSettings* Settings)
{
if (Settings->GetIsCensorshipEnabled())
{
if (ClothingManager->IsBodyPartExposed(EBodyPart::Ass))
{
AnalCensorship->SetVisibility(true);
}
if (ClothingManager->IsBodyPartExposed(EBodyPart::Genitals))
{
VaginaCensorship->SetVisibility(true);
}
if (ClothingManager->IsBodyPartExposed(EBodyPart::Boobs))
{
BoobLCensorship->SetVisibility(true);
BoobRCensorship->SetVisibility(true);
}
}
else if (!IS_DEMO)
{
AnalCensorship->SetVisibility(false);
VaginaCensorship->SetVisibility(false);
BoobLCensorship->SetVisibility(false);
BoobRCensorship->SetVisibility(false);
}
}
void ANakedDesireCharacter::OnLook(const FInputActionValue& Value)
{
const FVector2D MouseValue = Value.Get<FVector2D>();