Refactor clothing visuals

This commit is contained in:
2026-05-29 22:54:28 +03:00
parent 69ec356f16
commit 95a823908e
11 changed files with 187 additions and 481 deletions
+5 -56
View File
@@ -1,12 +1,11 @@
#pragma once
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "NakedDesire/Clothing/ClothingSlotType.h"
#include "PlayerCinematic.generated.h"
class UClothingItemInstance;
class ANakedDesireCharacter;
class UClothingVisualsComponent;
UCLASS()
class NAKEDDESIRE_API APlayerCinematic : public ACharacter
@@ -14,63 +13,13 @@ class NAKEDDESIRE_API APlayerCinematic : public ACharacter
GENERATED_BODY()
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* NipplesMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* AnalMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* VaginaMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* HeadMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* NeckMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* FaceMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* EyesMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* BodyMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* TopMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* BottomMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* BraMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* PantiesMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* SocksMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
USkeletalMeshComponent* ShoesMeshComponent;
UClothingVisualsComponent* ClothingVisualsComponent;
UPROPERTY()
ANakedDesireCharacter* Player;
public:
APlayerCinematic();
virtual void BeginPlay() override;
private:
UFUNCTION()
void OnClothingEquip(UClothingItemInstance* ClothingItemInstance);
UFUNCTION()
void OnClothingUnequip(UClothingItemInstance* ClothingItemInstance);
USkeletalMeshComponent* GetMeshByType(const EClothingSlotType SlotType) const;
void EquipClothing(const UClothingItemInstance* ClothingItemInstance);
void UnequipClothing(const UClothingItemInstance* ClothingItemInstance);
};
virtual void BeginPlay() override;
};