Setup player preview for equipment panel
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@@ -6,53 +6,27 @@
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#include "GameFramework/GameModeBase.h"
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#include "NakedDesireGameMode.generated.h"
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class UGlobalSaveGameData;
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class AItemPickup;
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class UClothingItemInstance;
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class UMissionsConfig;
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class AWardrobe;
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UCLASS(minimalapi)
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UCLASS(MinimalAPI)
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class ANakedDesireGameMode : public AGameModeBase
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{
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GENERATED_BODY()
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UPROPERTY()
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AWardrobe* Wardrobe = nullptr;
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UPROPERTY(EditDefaultsOnly)
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UMissionsConfig* MissionsConfig;
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public:
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int NoticeCount = 0;
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void RestartGame();
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UFUNCTION(BlueprintPure, BlueprintImplementableEvent)
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FTimecode GetCurrentTime() const;
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void SetCurrentTime(FTimecode TimeCode);
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UFUNCTION(BlueprintPure)
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AWardrobe* GetWardrobe() const;
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UFUNCTION(BlueprintImplementableEvent)
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void EndGameEmbarrassed();
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UFUNCTION(BlueprintCallable)
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void BuyItem(UClothingItemInstance* ClothingItemInstance);
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UFUNCTION(BlueprintCallable)
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void OnHourChanged(int32 Hour);
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protected:
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virtual void BeginPlay() override;
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private:
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void RefreshDailyMissions();
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UPROPERTY(EditDefaultsOnly, Category = "Items")
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TSubclassOf<AItemPickup> ItemPickupClass;
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void SpawnSavedWorldItems(UGlobalSaveGameData* SaveGameData);
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};
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