Setup player preview for equipment panel

This commit is contained in:
2026-05-31 15:33:43 +03:00
parent 2969800966
commit aefabc8ed7
42 changed files with 823 additions and 318 deletions
@@ -6,53 +6,27 @@
#include "GameFramework/GameModeBase.h"
#include "NakedDesireGameMode.generated.h"
class UGlobalSaveGameData;
class AItemPickup;
class UClothingItemInstance;
class UMissionsConfig;
class AWardrobe;
UCLASS(minimalapi)
UCLASS(MinimalAPI)
class ANakedDesireGameMode : public AGameModeBase
{
GENERATED_BODY()
UPROPERTY()
AWardrobe* Wardrobe = nullptr;
UPROPERTY(EditDefaultsOnly)
UMissionsConfig* MissionsConfig;
public:
int NoticeCount = 0;
void RestartGame();
UFUNCTION(BlueprintPure, BlueprintImplementableEvent)
FTimecode GetCurrentTime() const;
UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
void SetCurrentTime(FTimecode TimeCode);
UFUNCTION(BlueprintPure)
AWardrobe* GetWardrobe() const;
UFUNCTION(BlueprintImplementableEvent)
void EndGameEmbarrassed();
UFUNCTION(BlueprintCallable)
void BuyItem(UClothingItemInstance* ClothingItemInstance);
UFUNCTION(BlueprintCallable)
void OnHourChanged(int32 Hour);
protected:
virtual void BeginPlay() override;
private:
void RefreshDailyMissions();
UPROPERTY(EditDefaultsOnly, Category = "Items")
TSubclassOf<AItemPickup> ItemPickupClass;
void SpawnSavedWorldItems(UGlobalSaveGameData* SaveGameData);
};