Added phone item
This commit is contained in:
@@ -7,7 +7,10 @@
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#include "NakedDesire/Clothing/ClothingItemDefinition.h"
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#include "NakedDesire/Clothing/ClothingItemInstance.h"
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#include "NakedDesire/Clothing/ClothingManager.h"
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#include "NakedDesire/Items/ItemDefinition.h"
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#include "NakedDesire/Items/ItemInstance.h"
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#include "NakedDesire/Phone/PhoneItemDefinition.h"
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#include "NakedDesire/Phone/PhoneItemInstance.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/ItemSaveRecord.h"
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@@ -19,6 +22,12 @@ const TArray<TObjectPtr<UItemInstance>>& UInventorySubsystem::GetWardrobeItems()
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return WardrobeItems;
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}
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UPhoneItemInstance* UInventorySubsystem::GetEquippedPhone()
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{
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EnsureHydrated();
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return EquippedPhone;
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}
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void UInventorySubsystem::AddToWardrobe(UItemInstance* Item)
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{
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EnsureHydrated();
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@@ -37,6 +46,12 @@ void UInventorySubsystem::EquipFromWardrobe(UItemInstance* Item)
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{
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EnsureHydrated();
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if (UPhoneItemInstance* Phone = Cast<UPhoneItemInstance>(Item))
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{
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EquipPhone(Phone);
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return;
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}
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UClothingItemInstance* Clothing = Cast<UClothingItemInstance>(Item);
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if (!Clothing || !Clothing->GetClothingItemDefinition())
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return;
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@@ -74,6 +89,12 @@ void UInventorySubsystem::UnequipToWardrobe(UItemInstance* Item)
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{
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EnsureHydrated();
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if (UPhoneItemInstance* Phone = Cast<UPhoneItemInstance>(Item))
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{
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UnequipPhone(Phone);
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return;
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}
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UClothingItemInstance* Clothing = Cast<UClothingItemInstance>(Item);
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if (!Clothing || !Clothing->GetClothingItemDefinition())
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return;
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@@ -90,6 +111,45 @@ void UInventorySubsystem::UnequipToWardrobe(UItemInstance* Item)
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OnWardrobeChanged.Broadcast();
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}
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void UInventorySubsystem::EquipPhone(UPhoneItemInstance* Phone)
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{
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if (!Phone || Phone == EquippedPhone)
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return;
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UGlobalSaveGameData* Save = GetSave();
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// Hot-swap: the previously equipped phone returns to the wardrobe (§9.9).
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if (EquippedPhone)
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{
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if (Save)
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Save->RemoveEquippedItem(EquippedPhone);
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StoreItem(EquippedPhone);
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}
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UnstoreItem(Phone);
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EquippedPhone = Phone;
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if (Save)
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Save->AddEquippedItem(Phone);
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OnPhoneChanged.Broadcast(EquippedPhone);
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OnWardrobeChanged.Broadcast();
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}
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void UInventorySubsystem::UnequipPhone(UPhoneItemInstance* Phone)
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{
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if (!Phone || EquippedPhone != Phone)
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return;
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if (UGlobalSaveGameData* Save = GetSave())
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Save->RemoveEquippedItem(Phone);
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EquippedPhone = nullptr;
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StoreItem(Phone);
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OnPhoneChanged.Broadcast(nullptr);
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OnWardrobeChanged.Broadcast();
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}
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void UInventorySubsystem::EnsureHydrated()
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{
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UGlobalSaveGameData* Save = GetSave();
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@@ -108,6 +168,23 @@ void UInventorySubsystem::EnsureHydrated()
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if (UItemInstance* Instance = UItemInstance::CreateFromRecord(this, Record))
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WardrobeItems.Add(Instance);
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}
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// Only the phone is hydrated from the equipped bucket here; equipped clothing is owned and
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// hydrated by the per-character UClothingManager. Pre-check the definition type so we don't
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// mint throwaway clothing instances.
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EquippedPhone = nullptr;
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for (const FItemSaveRecord& Record : Save->GetEquippedItems())
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{
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const UItemDefinition* Definition = Record.Definition.LoadSynchronous();
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if (!Definition || !Definition->IsA<UPhoneItemDefinition>())
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continue;
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if (UPhoneItemInstance* Phone = Cast<UPhoneItemInstance>(UItemInstance::CreateFromRecord(this, Record)))
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{
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EquippedPhone = Phone;
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break;
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}
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}
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}
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void UInventorySubsystem::StoreItem(UItemInstance* Item)
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@@ -9,8 +9,10 @@
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class UItemInstance;
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class UClothingManager;
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class UGlobalSaveGameData;
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class UPhoneItemInstance;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnWardrobeChangedSignature);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPhoneChangedSignature, UPhoneItemInstance*, Phone);
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/**
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* Runtime owner of the off-body item store (the apartment wardrobe, GDD §6.5 / §10.4).
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@@ -31,9 +33,16 @@ public:
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UPROPERTY(BlueprintAssignable)
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FOnWardrobeChangedSignature OnWardrobeChanged;
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// Fires when the phone slot changes; broadcasts the newly-equipped phone, or nullptr when emptied.
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UPROPERTY(BlueprintAssignable)
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FOnPhoneChangedSignature OnPhoneChanged;
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/** Live wardrobe instances (off-body, mirrored from the save). */
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const TArray<TObjectPtr<UItemInstance>>& GetWardrobeItems();
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/** The phone occupying the dedicated phone slot (§6.5 / §9.9), or nullptr if none is equipped. */
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UPhoneItemInstance* GetEquippedPhone();
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/** Bring an item into the wardrobe (purchase, world-return). */
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void AddToWardrobe(UItemInstance* Item);
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@@ -51,12 +60,18 @@ private:
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void StoreItem(UItemInstance* Item); // live list + save bucket, no broadcast
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void UnstoreItem(UItemInstance* Item); // live list + save bucket, no broadcast
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void EquipPhone(UPhoneItemInstance* Phone); // hot-swaps the previous phone back to the wardrobe
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void UnequipPhone(UPhoneItemInstance* Phone); // stores the phone back in the wardrobe
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UClothingManager* GetPlayerClothingManager() const;
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UGlobalSaveGameData* GetSave() const;
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UPROPERTY()
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TArray<TObjectPtr<UItemInstance>> WardrobeItems;
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UPROPERTY()
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TObjectPtr<UPhoneItemInstance> EquippedPhone;
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// The save the live list was built from; re-hydrate when this changes (e.g. load game).
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TWeakObjectPtr<UGlobalSaveGameData> HydratedSave;
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};
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