Started rework of clothing slots and UI
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@@ -9,37 +9,32 @@
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class UClothingItemInstance;
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enum class EClothingSlotType : uint8;
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/**
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*
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*/
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USTRUCT(BlueprintType)
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struct NAKEDDESIRE_API FClothingSlotData
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{
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GENERATED_BODY()
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FClothingSlotData()
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: MeshComponent(nullptr), ClothingSlotType(EClothingSlotType::Anal), ClothingItemInstance(nullptr), Name(FText::GetEmpty())
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{
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}
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FClothingSlotData(USkeletalMeshComponent* MeshComponent, const EClothingSlotType ClothingSlotType, UClothingItemInstance* ClothingItemInstance, const FText& Name)
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FClothingSlotData(const EClothingSlotType ClothingSlotType, const FText& Name, UTexture2D* Icon = nullptr)
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{
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this->MeshComponent = MeshComponent;
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this->ClothingSlotType = ClothingSlotType;
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this->ClothingItemInstance = ClothingItemInstance;
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this->Name = Name;
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this->Icon = Icon;
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}
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UPROPERTY(BlueprintReadWrite, Category = "Clothing")
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TObjectPtr<USkeletalMeshComponent> MeshComponent = nullptr;
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UPROPERTY(BlueprintReadWrite, Category = "Clothing")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
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EClothingSlotType ClothingSlotType = EClothingSlotType::Anal;
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UPROPERTY(BlueprintReadWrite, Category = "Clothing")
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UPROPERTY(BlueprintReadOnly, Category = "Clothing")
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TObjectPtr<UClothingItemInstance> ClothingItemInstance = nullptr;
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UPROPERTY(BlueprintReadWrite, Category = "Clothing")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
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FText Name = FText::GetEmpty();
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
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TObjectPtr<UTexture2D> Icon = nullptr;
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};
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