Fix common ui input settings, equipment menu initialization order

This commit is contained in:
2026-05-27 20:52:56 +03:00
parent 435bb68f7e
commit 979c08659a
12 changed files with 27 additions and 31 deletions
@@ -4,12 +4,17 @@
#include "EquipmentPanelWidget.h"
#include "EquipmentSlotWidget.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Clothing/ClothingManager.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
void UEquipmentPanelWidget::NativeConstruct()
{
Super::NativeConstruct();
InitSlotTypes();
const ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
const TArray<UEquipmentSlotWidget*> AllSlots = {
NipplesSlot, AnalSlot, VaginaSlot,
@@ -20,11 +25,15 @@ void UEquipmentPanelWidget::NativeConstruct()
WristRestraintSlot, AnkleRestraintSlot, NeckRestraintSlot
};
for (UEquipmentSlotWidget* Slot : AllSlots)
for (UEquipmentSlotWidget* SlotWidget : AllSlots)
{
if (Slot)
if (SlotWidget)
{
Slot->OnEquipmentSlotClicked.BindUObject(this, &UEquipmentPanelWidget::HandleSlotClicked);
SlotWidget->OnEquipmentSlotClicked.BindUObject(this, &UEquipmentPanelWidget::HandleSlotClicked);
if (UClothingItemInstance* Item = Player->ClothingManager->GetSlotClothing(SlotWidget->GetSlotType()))
SlotWidget->SetItem(Item);
else
SlotWidget->ClearItem();
}
}
}