Started rework of clothing slots and UI

This commit is contained in:
2026-05-26 18:52:37 +03:00
parent 38161ee4a2
commit 878060d7ac
37 changed files with 280 additions and 152 deletions
+1 -1
View File
@@ -77,7 +77,7 @@ public:
FText Name;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
UTexture2D* Icon;
TObjectPtr<UTexture2D> Icon;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
EClothingSlotType SlotType;
@@ -6,6 +6,7 @@
#include "ClothingItemInstance.h"
#include "GameFramework/Character.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
#include "NakedDesire/SaveGame/ItemSaveRecord.h"
#include "NakedDesire/SaveGame/SaveSubsystem.h"
@@ -97,6 +98,37 @@ float UClothingManager::GetHeelHeight()
return 0;
}
USkeletalMeshComponent* UClothingManager::GetMeshComponent(const EClothingSlotType SlotType) const
{
const ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(GetOwner());
if (!Player)
{
return nullptr;
}
switch (SlotType)
{
case EClothingSlotType::Nipples: return Player->NipplesMeshComponent;
case EClothingSlotType::Anal: return Player->AnalMeshComponent;
case EClothingSlotType::Vagina: return Player->VaginaMeshComponent;
case EClothingSlotType::Head: return Player->HeadMeshComponent;
case EClothingSlotType::Neck: return Player->NeckMeshComponent;
case EClothingSlotType::Face: return Player->FaceMeshComponent;
case EClothingSlotType::Eyes: return Player->EyesMeshComponent;
case EClothingSlotType::Bodysuit: return Player->BodySuitMeshComponent;
case EClothingSlotType::Top: return Player->TopMeshComponent;
case EClothingSlotType::Bottom: return Player->BottomMeshComponent;
case EClothingSlotType::UnderwearTop: return Player->UnderwearTopMeshComponent;
case EClothingSlotType::UnderwearBottom:return Player->UnderwearBottomMeshComponent;
case EClothingSlotType::Socks: return Player->SocksMeshComponent;
case EClothingSlotType::Footwear: return Player->FootwearMeshComponent;
case EClothingSlotType::Outerwear: return Player->OuterwearMeshComponent;
case EClothingSlotType::WristRestraint: return Player->WristRestraintMeshComponent;
case EClothingSlotType::AnkleRestraint: return Player->AnkleRestraintMeshComponent;
case EClothingSlotType::NeckRestraint: return Player->NeckRestraintMeshComponent;
default: return nullptr;
}
}
void UClothingManager::PutOnClothing(UClothingItemInstance* ClothingItemInstance)
{
if (!ClothingItemInstance)
@@ -107,19 +139,20 @@ void UClothingManager::PutOnClothing(UClothingItemInstance* ClothingItemInstance
FClothingSlotData ClothingSlotData;
GetClothingSlotData(ClothingSlotType, ClothingSlotData);
ClothingSlotData.MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItem()->SkeletalMesh);
USkeletalMeshComponent* MeshComponent = GetMeshComponent(ClothingSlotType);
MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItem()->SkeletalMesh);
if (!ClothingItemInstance->GetClothingItem()->Materials.IsEmpty())
{
for (const TPair<FName, UMaterialInstance*>& Material : ClothingItemInstance->GetClothingItem()->Materials)
{
ClothingSlotData.MeshComponent->SetMaterialByName(Material.Key, Material.Value);
MeshComponent->SetMaterialByName(Material.Key, Material.Value);
}
}
SetClothingSlotItem(ClothingSlotType, ClothingItemInstance);
if (ClothingItemInstance->GetClothingItem()->UseLeaderPose)
{
ClothingSlotData.MeshComponent->SetLeaderPoseComponent(Cast<ACharacter>(GetOwner())->GetMesh());
MeshComponent->SetLeaderPoseComponent(Cast<ACharacter>(GetOwner())->GetMesh());
}
UClothingItem* ClothingItem = ClothingItemInstance->GetClothingItem();
@@ -177,13 +210,13 @@ UClothingItemInstance* UClothingManager::RemoveClothing(const EClothingSlotType
UClothingItemInstance* ClothingItemInstance = ClothingSlotData.ClothingItemInstance;
SetClothingSlotItem(ClothingSlotType, nullptr);
USkeletalMeshComponent* MeshComponent = ClothingSlotData.MeshComponent;
USkeletalMeshComponent* MeshComponent = GetMeshComponent(ClothingSlotType);
MeshComponent->SetSkeletalMesh(nullptr);
if (ClothingItemInstance->GetClothingItem()->UseLeaderPose)
{
ClothingSlotData.MeshComponent->SetLeaderPoseComponent(nullptr);
MeshComponent->SetLeaderPoseComponent(nullptr);
}
OnClothingUnequip.Broadcast(ClothingItemInstance);
@@ -27,7 +27,7 @@ public:
UPROPERTY(BlueprintReadWrite, Category = "Clothing Manager|Clothing")
USkeletalMeshComponent* RootMesh = nullptr;
UPROPERTY(BlueprintReadWrite, Category = "Clothing Manager|Clothing")
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing Manager|Clothing")
TArray<FClothingSlotData> ClothingSlots;
UPROPERTY(BlueprintAssignable)
@@ -73,4 +73,7 @@ public:
UFUNCTION(BlueprintPure)
float GetHeelHeight();
private:
USkeletalMeshComponent* GetMeshComponent(EClothingSlotType SlotType) const;
};
+9 -14
View File
@@ -9,37 +9,32 @@
class UClothingItemInstance;
enum class EClothingSlotType : uint8;
/**
*
*/
USTRUCT(BlueprintType)
struct NAKEDDESIRE_API FClothingSlotData
{
GENERATED_BODY()
FClothingSlotData()
: MeshComponent(nullptr), ClothingSlotType(EClothingSlotType::Anal), ClothingItemInstance(nullptr), Name(FText::GetEmpty())
{
}
FClothingSlotData(USkeletalMeshComponent* MeshComponent, const EClothingSlotType ClothingSlotType, UClothingItemInstance* ClothingItemInstance, const FText& Name)
FClothingSlotData(const EClothingSlotType ClothingSlotType, const FText& Name, UTexture2D* Icon = nullptr)
{
this->MeshComponent = MeshComponent;
this->ClothingSlotType = ClothingSlotType;
this->ClothingItemInstance = ClothingItemInstance;
this->Name = Name;
this->Icon = Icon;
}
UPROPERTY(BlueprintReadWrite, Category = "Clothing")
TObjectPtr<USkeletalMeshComponent> MeshComponent = nullptr;
UPROPERTY(BlueprintReadWrite, Category = "Clothing")
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
EClothingSlotType ClothingSlotType = EClothingSlotType::Anal;
UPROPERTY(BlueprintReadWrite, Category = "Clothing")
UPROPERTY(BlueprintReadOnly, Category = "Clothing")
TObjectPtr<UClothingItemInstance> ClothingItemInstance = nullptr;
UPROPERTY(BlueprintReadWrite, Category = "Clothing")
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
FText Name = FText::GetEmpty();
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
TObjectPtr<UTexture2D> Icon = nullptr;
};
@@ -0,0 +1,4 @@
// © 2025 Naked People Team. All Rights Reserved.
#include "ClothingSlotsData.h"
@@ -0,0 +1,34 @@
// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ClothingSlotType.h"
#include "Engine/DataAsset.h"
#include "ClothingSlotsData.generated.h"
USTRUCT()
struct NAKEDDESIRE_API FClothingSlotData
{
GENERATED_BODY()
FClothingSlotData()
{
}
UPROPERTY(EditDefaultsOnly, Category = "Clothing")
UTexture2D Icon;
UPROPERTY(EditDefaultsOnly, Category = "Clothing")
FText Name;
};
UCLASS()
class NAKEDDESIRE_API UClothingSlotsData : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, Category = "Clothing")
TMap<EClothingSlotType, FClothingSlotData> ClothingSlotsData;
};