Added ClothingItemInstance and cleanup the project

This commit is contained in:
2026-05-20 23:26:26 +03:00
parent c29454fe38
commit c569adfd69
49 changed files with 252 additions and 391 deletions
@@ -1,25 +0,0 @@
// © 2025 Naked People Team. All Rights Reserved.
#include "ClothingItemData.h"
#include "../SaveGame/ClothingItemSaveData.h"
FClothingItemSaveData UClothingItemData::ToSaveData() const
{
FClothingItemSaveData SaveData;
SaveData.ClothingItem = Info;
return SaveData;
}
UClothingItemData* UClothingItemData::CreateFromSaveData(const FClothingItemSaveData& SaveData)
{
UClothingItem* ClothingItem = SaveData.ClothingItem.LoadSynchronous();
UClothingItemData* ClothingItemData = NewObject<UClothingItemData>();
ClothingItemData->Info = ClothingItem;
return ClothingItemData;
}
@@ -1,27 +0,0 @@
// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ClothingItem.h"
#include "ClothingItemData.generated.h"
struct FClothingItemSaveData;
/**
*
*/
UCLASS(EditInlineNew, BlueprintType)
class NAKEDDESIRE_API UClothingItemData : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
UClothingItem* Info = nullptr;
UFUNCTION(BlueprintCallable)
FClothingItemSaveData ToSaveData() const;
UFUNCTION(BlueprintCallable)
static UClothingItemData* CreateFromSaveData(const FClothingItemSaveData& SaveData);
};
@@ -0,0 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "ClothingItemInstance.h"
@@ -0,0 +1,23 @@
#pragma once
#include "CoreMinimal.h"
#include "NakedDesire/Items/ItemInstance.h"
#include "ClothingItemInstance.generated.h"
class UClothingItem;
UCLASS(BlueprintType)
class NAKEDDESIRE_API UClothingItemInstance : public UItemInstance
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadOnly, Category = "Clothing Item")
float Condition = 1.0f;
UClothingItem* GetClothingItem() const { return ClothingItem; }
protected:
UPROPERTY(BlueprintReadOnly, Category = "Clothing Item")
TObjectPtr<UClothingItem> ClothingItem;
};
@@ -1,5 +0,0 @@
// © 2025 Naked People Team. All Rights Reserved.
#include "ClothingList.h"
@@ -1,22 +0,0 @@
// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "ClothingList.generated.h"
class UClothingItemData;
/**
*
*/
UCLASS()
class NAKEDDESIRE_API UClothingList : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Instanced)
TArray<UClothingItemData*> ClothingItems;
};
+41 -50
View File
@@ -2,9 +2,9 @@
#include "ClothingManager.h"
#include "ClothingItemData.h"
#include "ClothingItem.h"
#include "ClothingItemInstance.h"
#include "GameFramework/Character.h"
#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
UClothingManager::UClothingManager()
{
@@ -15,7 +15,7 @@ bool UClothingManager::IsBodyTypeExposed(const EPrivateBodyPartType PrivateBodyP
{
for (const auto& ClothingSlot : ClothingSlots)
{
if (ClothingSlot.ClothingData && ClothingSlot.ClothingData->Info->CoveredBodyParts.Contains(PrivateBodyPartType))
if (ClothingSlot.ClothingItemInstance && ClothingSlot.ClothingItemInstance->GetClothingItem()->CoveredBodyParts.Contains(PrivateBodyPartType))
{
return false;
}
@@ -37,26 +37,26 @@ bool UClothingManager::GetClothingSlotData(const EClothingSlotType ClothingSlotT
return false;
}
void UClothingManager::SetClothingSlotItem(const EClothingSlotType ClothingSlotType, UClothingItemData* ClothingItem)
void UClothingManager::SetClothingSlotItem(const EClothingSlotType ClothingSlotType, UClothingItemInstance* ClothingItemInstance)
{
for (FClothingSlotData& ClothingSlot : ClothingSlots)
{
if (ClothingSlot.ClothingSlotType == ClothingSlotType)
{
ClothingSlot.ClothingData = ClothingItem;
ClothingSlot.ClothingItemInstance = ClothingItemInstance;
}
}
}
TArray<UClothingItemData*> UClothingManager::GetEquippedClothing()
TArray<UClothingItemInstance*> UClothingManager::GetEquippedClothing()
{
TArray<UClothingItemData*> EquippedClothingItems;
TArray<UClothingItemInstance*> EquippedClothingItems;
for (FClothingSlotData ClothingSlot : ClothingSlots)
{
if (ClothingSlot.ClothingData)
if (ClothingSlot.ClothingItemInstance)
{
EquippedClothingItems.Add(ClothingSlot.ClothingData);
EquippedClothingItems.Add(ClothingSlot.ClothingItemInstance);
}
}
@@ -65,110 +65,101 @@ TArray<UClothingItemData*> UClothingManager::GetEquippedClothing()
void UClothingManager::HydrateClothing(UGlobalSaveGameData* SaveGameData)
{
for (const FClothingItemSaveData& ClothingItemSaveData : SaveGameData->PlayerClothing)
{
UClothingItemData* ClothingItemData = UClothingItemData::CreateFromSaveData(ClothingItemSaveData);
PutOnClothing(ClothingItemData);
}
// for (const FClothingItemSaveData& ClothingItemSaveData : SaveGameData->PlayerClothing)
// {
// UClothingItemData* ClothingItemData = UClothingItemData::CreateFromSaveData(ClothingItemSaveData);
// PutOnClothing(ClothingItemData);
// }
}
float UClothingManager::GetHeelHeight()
{
if (FClothingSlotData ClothingSlotData; GetClothingSlotData(EClothingSlotType::Shoes, ClothingSlotData))
{
if (ClothingSlotData.ClothingData)
if (ClothingSlotData.ClothingItemInstance)
{
return ClothingSlotData.ClothingData->Info->ShoesOffset;
return ClothingSlotData.ClothingItemInstance->GetClothingItem()->ShoesOffset;
}
}
return 0;
}
void UClothingManager::PutOnClothing(UClothingItemData* ClothingData)
void UClothingManager::PutOnClothing(UClothingItemInstance* ClothingItemInstance)
{
if (!ClothingData)
{
if (!ClothingItemInstance)
return;
}
const EClothingSlotType ClothingSlotType = ClothingData->Info->SlotType;
const EClothingSlotType ClothingSlotType = ClothingItemInstance->GetClothingItem()->SlotType;
FClothingSlotData ClothingSlotData;
GetClothingSlotData(ClothingSlotType, ClothingSlotData);
ClothingSlotData.MeshComponent->SetSkeletalMesh(ClothingData->Info->SkeletalMesh);
if (!ClothingData->Info->Materials.IsEmpty())
ClothingSlotData.MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItem()->SkeletalMesh);
if (!ClothingItemInstance->GetClothingItem()->Materials.IsEmpty())
{
for (const TPair<FName, UMaterialInstance*>& Material : ClothingData->Info->Materials)
for (const TPair<FName, UMaterialInstance*>& Material : ClothingItemInstance->GetClothingItem()->Materials)
{
ClothingSlotData.MeshComponent->SetMaterialByName(Material.Key, Material.Value);
}
}
SetClothingSlotItem(ClothingSlotType, ClothingData);
if (ClothingData->Info->UseLeaderPose)
SetClothingSlotItem(ClothingSlotType, ClothingItemInstance);
if (ClothingItemInstance->GetClothingItem()->UseLeaderPose)
{
ClothingSlotData.MeshComponent->SetLeaderPoseComponent(Cast<ACharacter>(GetOwner())->GetMesh());
}
OnClothingEquip.Broadcast(ClothingData);
OnClothingEquip.Broadcast(ClothingItemInstance);
}
void UClothingManager::TakeClothing(UClothingItemData* ClothingData)
void UClothingManager::TakeClothing(UClothingItemInstance* ClothingItemInstance)
{
if (!ClothingData->Info)
{
return;
}
FClothingSlotData ClothingSlotData;
GetClothingSlotData(ClothingData->Info->SlotType, ClothingSlotData);
GetClothingSlotData(ClothingItemInstance->GetClothingItem()->SlotType, ClothingSlotData);
if (ClothingSlotData.ClothingData->Info)
if (ClothingSlotData.ClothingItemInstance->GetClothingItem())
{
DropClothing(ClothingData->Info->SlotType);
DropClothing(ClothingItemInstance->GetClothingItem()->SlotType);
}
ClothingSlotData.ClothingData = ClothingData;
ClothingSlotData.ClothingItemInstance = ClothingItemInstance;
PutOnClothing(ClothingData);
PutOnClothing(ClothingItemInstance);
}
UClothingItemData* UClothingManager::RemoveClothing(const EClothingSlotType ClothingSlotType)
UClothingItemInstance* UClothingManager::RemoveClothing(const EClothingSlotType ClothingSlotType)
{
FClothingSlotData ClothingSlotData;
if (!GetClothingSlotData(ClothingSlotType, ClothingSlotData) || !ClothingSlotData.ClothingData)
if (!GetClothingSlotData(ClothingSlotType, ClothingSlotData) || !ClothingSlotData.ClothingItemInstance)
{
UE_LOG(LogTemp, Error, TEXT("Couldn't find clothing slot"));
return nullptr;
}
UClothingItemData* ClothingData = ClothingSlotData.ClothingData;
UClothingItemInstance* ClothingItemInstance = ClothingSlotData.ClothingItemInstance;
SetClothingSlotItem(ClothingSlotType, nullptr);
USkeletalMeshComponent* MeshComponent = ClothingSlotData.MeshComponent;
MeshComponent->SetSkeletalMesh(nullptr);
if (ClothingData->Info->UseLeaderPose)
if (ClothingItemInstance->GetClothingItem()->UseLeaderPose)
{
ClothingSlotData.MeshComponent->SetLeaderPoseComponent(nullptr);
}
OnClothingUnequip.Broadcast(ClothingData);
OnClothingUnequip.Broadcast(ClothingItemInstance);
return ClothingData;
return ClothingItemInstance;
}
void UClothingManager::DropClothing(const EClothingSlotType ClothingType)
{
const UClothingItemData* ClothingData = RemoveClothing(ClothingType);
if (!ClothingData)
{
const UClothingItemInstance* ClothingItemInstance = RemoveClothing(ClothingType);
if (!ClothingItemInstance)
return;
}
OnClothingDropped.Broadcast(ClothingData);
OnClothingDropped.Broadcast(ClothingItemInstance);
}
bool UClothingManager::IsClothingTypeOn(const EClothingSlotType ClothingType)
@@ -176,7 +167,7 @@ bool UClothingManager::IsClothingTypeOn(const EClothingSlotType ClothingType)
FClothingSlotData ClothingSlotData;
GetClothingSlotData(ClothingType, ClothingSlotData);
const bool IsTypeOn = ClothingSlotData.ClothingData != nullptr;
const bool IsTypeOn = ClothingSlotData.ClothingItemInstance != nullptr;
return IsTypeOn;
}
@@ -12,9 +12,9 @@
class UGlobalSaveGameData;
class AClothingPickup;
class UClothingItemData;
class UClothingItemInstance;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnClothingChangeSignature, const UClothingItemData*, ClothingData);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnClothingChangeSignature, const UClothingItemInstance*, ClothingItemInstance);
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class NAKEDDESIRE_API UClothingManager : public UActorComponent
@@ -29,9 +29,7 @@ public:
UPROPERTY(BlueprintReadWrite, Category = "Clothing Manager|Clothing")
TArray<FClothingSlotData> ClothingSlots;
UPROPERTY(BlueprintAssignable)
FOnClothingChangeSignature OnClothingEquip;
@@ -43,7 +41,7 @@ public:
UFUNCTION(BlueprintCallable)
void PutOnClothing(UClothingItemData* ClothingData);
void PutOnClothing(UClothingItemInstance* ClothingItemInstance);
UFUNCTION(BlueprintCallable)
void DropClothing(const EClothingSlotType ClothingType);
@@ -58,19 +56,19 @@ public:
bool IsBodyTypeExposed(EPrivateBodyPartType PrivateBodyPartType);
UFUNCTION(BlueprintCallable)
void TakeClothing(UClothingItemData* ClothingData);
void TakeClothing(UClothingItemInstance* ClothingItemInstance);
UFUNCTION(BlueprintCallable)
UClothingItemData* RemoveClothing(EClothingSlotType ClothingSlotType);
UClothingItemInstance* RemoveClothing(EClothingSlotType ClothingSlotType);
UFUNCTION(BlueprintCallable)
bool GetClothingSlotData(EClothingSlotType ClothingSlotType, FClothingSlotData& OutClothingSlotData);
UFUNCTION(BlueprintCallable)
void SetClothingSlotItem(const EClothingSlotType ClothingSlotType, UClothingItemData* ClothingItem);
void SetClothingSlotItem(const EClothingSlotType ClothingSlotType, UClothingItemInstance* ClothingItemInstance);
UFUNCTION(BlueprintCallable)
TArray<UClothingItemData*> GetEquippedClothing();
TArray<UClothingItemInstance*> GetEquippedClothing();
void HydrateClothing(UGlobalSaveGameData* SaveGameData);
@@ -6,8 +6,8 @@
#include "ClothingSlotType.h"
#include "ClothingSlotData.generated.h"
class UClothingItemInstance;
enum class EClothingSlotType : uint8;
class UClothingItemData;
/**
*
@@ -18,26 +18,26 @@ struct NAKEDDESIRE_API FClothingSlotData
GENERATED_BODY()
FClothingSlotData()
: MeshComponent(nullptr), ClothingSlotType(EClothingSlotType::Anal), ClothingData(nullptr), Name(FText::GetEmpty())
: MeshComponent(nullptr), ClothingSlotType(EClothingSlotType::Anal), ClothingItemInstance(nullptr), Name(FText::GetEmpty())
{
}
FClothingSlotData(USkeletalMeshComponent* MeshComponent, const EClothingSlotType ClothingSlotType, UClothingItemData* ClothingData, const FText& Name)
FClothingSlotData(USkeletalMeshComponent* MeshComponent, const EClothingSlotType ClothingSlotType, UClothingItemInstance* ClothingItemInstance, const FText& Name)
{
this->MeshComponent = MeshComponent;
this->ClothingSlotType = ClothingSlotType;
this->ClothingData = ClothingData;
this->ClothingItemInstance = ClothingItemInstance;
this->Name = Name;
}
UPROPERTY(BlueprintReadWrite, Category = "Clothing")
USkeletalMeshComponent* MeshComponent = nullptr;
TObjectPtr<USkeletalMeshComponent> MeshComponent = nullptr;
UPROPERTY(BlueprintReadWrite, Category = "Clothing")
EClothingSlotType ClothingSlotType = EClothingSlotType::Anal;
UPROPERTY(BlueprintReadWrite, Category = "Clothing")
UClothingItemData* ClothingData = nullptr;
TObjectPtr<UClothingItemInstance> ClothingItemInstance = nullptr;
UPROPERTY(BlueprintReadWrite, Category = "Clothing")
FText Name = FText::GetEmpty();
@@ -4,9 +4,6 @@
#include "CoreMinimal.h"
/**
*
*/
UENUM(BlueprintType)
enum class EClothingSlotType : uint8
{
@@ -1,14 +0,0 @@
// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "ClothingSlotWidgetData.generated.h"
USTRUCT(BlueprintType)
struct NAKEDDESIRE_API FClothingSlotWidgetData
{
GENERATED_BODY()
UPROPERTY(EditDefaultsOnly)
UTexture2D* PlaceholderIcon = nullptr;
};
@@ -3,14 +3,19 @@
#pragma once
#include "CoreMinimal.h"
#include "ClothingSlotWidgetData.h"
#include "ClothingSlotType.h"
#include "Engine/DataAsset.h"
#include "ClothingSlotWidgetsInfo.generated.h"
/**
*
*/
USTRUCT(BlueprintType)
struct NAKEDDESIRE_API FClothingSlotWidgetData
{
GENERATED_BODY()
UPROPERTY(EditDefaultsOnly)
UTexture2D* PlaceholderIcon = nullptr;
};
UCLASS()
class NAKEDDESIRE_API UClothingSlotInfo : public UPrimaryDataAsset
{
@@ -2,7 +2,8 @@
#include "NakedDesireGameMode.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Clothing/ClothingItemData.h"
#include "NakedDesire/Clothing/ClothingItem.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "UObject/ConstructorHelpers.h"
#include "NakedDesire/Interactables/Wardrobe.h"
#include "NakedDesire/MissionBuilder/MissionsConfig.h"
@@ -19,7 +20,7 @@ AWardrobe* ANakedDesireGameMode::GetWardrobe() const
return Wardrobe;
}
void ANakedDesireGameMode::BuyItem(UClothingItemData* ClothingItem)
void ANakedDesireGameMode::BuyItem(UClothingItemInstance* ClothingItemInstance)
{
ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
if (!Player)
@@ -27,13 +28,13 @@ void ANakedDesireGameMode::BuyItem(UClothingItemData* ClothingItem)
return;
}
if (Player->Money < ClothingItem->Info->BasePrice)
if (Player->Money < ClothingItemInstance->GetClothingItem()->BasePrice)
{
return;
}
Player->Money -= ClothingItem->Info->BasePrice;
Wardrobe->ClothingItems.Add(ClothingItem);
Player->Money -= ClothingItemInstance->GetClothingItem()->BasePrice;
Wardrobe->ClothingItems.Add(ClothingItemInstance);
}
void ANakedDesireGameMode::OnHourChanged(int32 Hour)
@@ -6,9 +6,9 @@
#include "GameFramework/GameModeBase.h"
#include "NakedDesireGameMode.generated.h"
class UClothingItemInstance;
class UMissionsConfig;
class AWardrobe;
class UClothingItemData;
UCLASS(minimalapi)
class ANakedDesireGameMode : public AGameModeBase
@@ -25,8 +25,6 @@ class ANakedDesireGameMode : public AGameModeBase
public:
int NoticeCount = 0;
void RestartGame();
@@ -46,7 +44,7 @@ public:
void EndGameEmbarrassed();
UFUNCTION(BlueprintCallable)
void BuyItem(UClothingItemData* ClothingItem);
void BuyItem(UClothingItemInstance* ClothingItemInstance);
UFUNCTION(BlueprintCallable)
void OnHourChanged(int32 Hour);
@@ -8,9 +8,6 @@
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSettingsChanged, class UNakedDesireUserSettings*, Settings);
/**
*
*/
UCLASS()
class NAKEDDESIRE_API UNakedDesireUserSettings : public UGameUserSettings
{
+2 -2
View File
@@ -7,7 +7,7 @@
#include "GameFramework/Actor.h"
#include "Wardrobe.generated.h"
class UClothingItemData;
class UClothingItemInstance;
UCLASS(Blueprintable)
class NAKEDDESIRE_API AWardrobe : public AInteractableBase
@@ -16,5 +16,5 @@ class NAKEDDESIRE_API AWardrobe : public AInteractableBase
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced)
TArray<UClothingItemData*> ClothingItems;
TArray<TObjectPtr<UClothingItemInstance>> ClothingItems;
};
@@ -2,9 +2,8 @@
#include "EquipClothingRestriction.h"
#include "NakedDesire/Clothing/ClothingItem.h"
#include "NakedDesire/Clothing/ClothingItemData.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Clothing/ClothingManager.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
@@ -64,11 +63,11 @@ FText UEquipClothingRestriction::GetDescription() const
});
}
void UEquipClothingRestriction::OnClothingEquipped(const UClothingItemData* ClothingData)
void UEquipClothingRestriction::OnClothingEquipped(const UClothingItemInstance* ClothingItemInstance)
{
const bool IsTargetClothing = ClothingItems.FindByPredicate([&ClothingData](const UClothingItem* Item)
const bool IsTargetClothing = ClothingItems.FindByPredicate([&ClothingItemInstance](const UClothingItem* Item)
{
return Item && Item->Name.EqualTo(ClothingData->Info->Name);
return Item && Item->Name.EqualTo(ClothingItemInstance->GetClothingItem()->Name);
}) != nullptr;
if (IsTargetClothing)
{
@@ -76,11 +75,11 @@ void UEquipClothingRestriction::OnClothingEquipped(const UClothingItemData* Clot
}
}
void UEquipClothingRestriction::OnClothingUnequipped(const UClothingItemData* ClothingData)
void UEquipClothingRestriction::OnClothingUnequipped(const UClothingItemInstance* ClothingItemInstance)
{
const bool IsTargetClothing = ClothingItems.FindByPredicate([&ClothingData](const UClothingItem* Item)
const bool IsTargetClothing = ClothingItems.FindByPredicate([&ClothingItemInstance](const UClothingItem* Item)
{
return Item && Item->Name.EqualTo(ClothingData->Info->Name);
return Item && Item->Name.EqualTo(ClothingItemInstance->GetClothingItem()->Name);
}) != nullptr;
if (IsTargetClothing)
{
@@ -92,14 +91,14 @@ void UEquipClothingRestriction::CheckClothing()
{
for (const FClothingSlotData& ClothingSlot : Player->ClothingManager->ClothingSlots)
{
if (!ClothingSlot.ClothingData)
if (!ClothingSlot.ClothingItemInstance)
{
continue;
}
const bool IsTargetClothing = ClothingItems.FindByPredicate([&ClothingSlot](const UClothingItem* Item)
{
return Item && Item->Name.EqualTo(ClothingSlot.ClothingData->Info->Name);
return Item && Item->Name.EqualTo(ClothingSlot.ClothingItemInstance->GetClothingItem()->Name);
}) != nullptr;
if (IsTargetClothing)
{
@@ -6,11 +6,9 @@
#include "NakedDesire/MissionBuilder/GoalRestriction.h"
#include "EquipClothingRestriction.generated.h"
class UClothingItemInstance;
class UClothingItem;
class UClothingItemData;
/**
*
*/
UCLASS(EditInlineNew)
class NAKEDDESIRE_API UEquipClothingRestriction : public UGoalRestriction
{
@@ -30,10 +28,10 @@ private:
FDelegateHandle ClothingUnequippedDelegateHandle;
UFUNCTION()
void OnClothingEquipped(const UClothingItemData* ClothingData);
void OnClothingEquipped(const UClothingItemInstance* ClothingItemInstance);
UFUNCTION()
void OnClothingUnequipped(const UClothingItemData* ClothingData);
void OnClothingUnequipped(const UClothingItemInstance* ClothingItemInstance);
void CheckClothing();
};
@@ -3,7 +3,8 @@
#include "ExposeBodyPartRestriction.h"
#include "NakedDesire/Clothing/ClothingItemData.h"
#include "NakedDesire/Clothing/ClothingItem.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
#include "NakedDesire/Clothing/ClothingManager.h"
@@ -40,20 +41,18 @@ FText UExposeBodyPartRestriction::GetDescription() const
});
}
void UExposeBodyPartRestriction::EquipClothing(const UClothingItemData* ClothingData)
void UExposeBodyPartRestriction::EquipClothing(const UClothingItemInstance* ClothingItemInstance)
{
if (IsSuccess && ClothingData->Info->CoveredBodyParts.Contains(BodyPart))
if (IsSuccess && ClothingItemInstance->GetClothingItem()->CoveredBodyParts.Contains(BodyPart))
{
Init(Player);
}
}
void UExposeBodyPartRestriction::UnequipClothing(const UClothingItemData* ClothingData)
void UExposeBodyPartRestriction::UnequipClothing(const UClothingItemInstance* ClothingItemInstance)
{
if (IsSuccess)
{
return;
}
CheckClothing();
}
@@ -67,9 +66,9 @@ void UExposeBodyPartRestriction::CheckClothing()
const FClothingSlotData* TargetClothingItem = Player->ClothingManager->ClothingSlots.FindByPredicate([this](const FClothingSlotData& ClothingSlot)
{
if (ClothingSlot.ClothingData)
if (ClothingSlot.ClothingItemInstance)
{
return ClothingSlot.ClothingData->Info->CoveredBodyParts.Contains(BodyPart);
return ClothingSlot.ClothingItemInstance->GetClothingItem()->CoveredBodyParts.Contains(BodyPart);
}
return false;
@@ -7,10 +7,8 @@
#include "NakedDesire/MissionBuilder/GoalRestriction.h"
#include "ExposeBodyPartRestriction.generated.h"
class UClothingItemData;
/**
*
*/
class UClothingItemInstance;
UCLASS(EditInlineNew)
class NAKEDDESIRE_API UExposeBodyPartRestriction : public UGoalRestriction
{
@@ -29,10 +27,10 @@ protected:
private:
UFUNCTION()
void EquipClothing(const UClothingItemData* ClothingData);
void EquipClothing(const UClothingItemInstance* ClothingItemInstance);
UFUNCTION()
void UnequipClothing(const UClothingItemData* ClothingData);
void UnequipClothing(const UClothingItemInstance* ClothingItemInstance);
void CheckClothing();
};
@@ -13,10 +13,10 @@
#include "EnhancedInputSubsystems.h"
#include "Kismet/GameplayStatics.h"
#include "Internationalization/Text.h"
#include "NakedDesire/Clothing/ClothingItemData.h"
#include "NakedDesire/Clothing/ClothingItem.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Global/Constants.h"
#include "NakedDesire/Global/NakedDesireUserSettings.h"
#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
#include "Perception/AIPerceptionStimuliSourceComponent.h"
#include "Perception/AISense_Sight.h"
@@ -152,12 +152,12 @@ void ANakedDesireCharacter::BeginPlay()
StimuliSourceComponent->RegisterForSense(TSubclassOf<UAISense_Sight>());
StimuliSourceComponent->RegisterWithPerceptionSystem();
UGlobalSaveGameData* SaveGameData = UGlobalSaveGameData::LoadOrCreateSaveGame(DefaultPlayerClothing, DefaultWardrobeClothing);
// UGlobalSaveGameData* SaveGameData = UGlobalSaveGameData::LoadOrCreateSaveGame(DefaultPlayerClothing, DefaultWardrobeClothing);
if (SaveGameData)
{
Money = FMath::RoundToInt(SaveGameData->Money);
}
// if (SaveGameData)
// {
// Money = FMath::RoundToInt(SaveGameData->Money);
// }
SetupClothingSlots();
@@ -166,7 +166,7 @@ void ANakedDesireCharacter::BeginPlay()
UNakedDesireUserSettings::GetNakedDesireUserSettings()->OnSettingsChanged.AddUniqueDynamic(this, &ANakedDesireCharacter::OnSettingsChanged);
ClothingManager->HydrateClothing(SaveGameData);
// ClothingManager->HydrateClothing(SaveGameData);
}
UAISense_Sight::EVisibilityResult ANakedDesireCharacter::CanBeSeenFrom(const FCanBeSeenFromContext& Context,
@@ -257,29 +257,27 @@ void ANakedDesireCharacter::OnEndOverlap(UPrimitiveComponent* OverlappedComponen
}
}
void ANakedDesireCharacter::OnClothingEquip(const UClothingItemData* ClothingItemData)
void ANakedDesireCharacter::OnClothingEquip(const UClothingItemInstance* ClothingItemInstance)
{
if (ClothingItemData->Info->CoveredBodyParts.Contains(EPrivateBodyPartType::BackBottom))
if (ClothingItemInstance->GetClothingItem()->CoveredBodyParts.Contains(EPrivateBodyPartType::BackBottom))
{
BackBottomCensorship->SetVisibility(false);
}
if (ClothingItemData->Info->CoveredBodyParts.Contains(EPrivateBodyPartType::FrontBottom))
if (ClothingItemInstance->GetClothingItem()->CoveredBodyParts.Contains(EPrivateBodyPartType::FrontBottom))
{
FrontBottomCensorship->SetVisibility(false);
}
if (ClothingItemData->Info->CoveredBodyParts.Contains(EPrivateBodyPartType::FrontTop))
if (ClothingItemInstance->GetClothingItem()->CoveredBodyParts.Contains(EPrivateBodyPartType::FrontTop))
{
BoobLCensorship->SetVisibility(false);
BoobRCensorship->SetVisibility(false);
}
}
void ANakedDesireCharacter::OnClothingUnequip(const UClothingItemData* ClothingItemData)
void ANakedDesireCharacter::OnClothingUnequip(const UClothingItemInstance* ClothingItemInstance)
{
if (!UNakedDesireUserSettings::GetNakedDesireUserSettings()->GetIsCensorshipEnabled() && !IS_DEMO)
{
return;
}
if (ClothingManager->IsBodyTypeExposed(EPrivateBodyPartType::BackBottom))
{
@@ -13,7 +13,6 @@
#include "NakedDesireCharacter.generated.h"
class UAIPerceptionStimuliSourceComponent;
class UClothingItemData;
class UClothingList;
struct FClothingSlotData;
class UInteractionManager;
@@ -52,12 +51,6 @@ public:
UInputAction* CrouchAction;
// Clothing
UPROPERTY(EditDefaultsOnly, Category = "Clothing Manager|Clothing")
UClothingList* DefaultPlayerClothing = nullptr;
UPROPERTY(EditDefaultsOnly, Category = "Clothing Manager|Clothing")
UClothingList* DefaultWardrobeClothing = nullptr;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* NipplesMeshComponent;
@@ -157,13 +150,12 @@ public:
UFUNCTION(BlueprintPure)
EStance GetStance() const;
protected:
virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
virtual void NotifyControllerChanged() override;
virtual void BeginPlay() override;
virtual UAISense_Sight::EVisibilityResult CanBeSeenFrom(const FCanBeSeenFromContext& Context, FVector& OutSeenLocation, int32& OutNumberOfLoSChecksPerformed, int32& OutNumberOfAsyncLosCheckRequested, float& OutSightStrength, int32* UserData = nullptr, const FOnPendingVisibilityQueryProcessedDelegate* Delegate = nullptr) override;
private:
EGait Gait = EGait::Walk;
EStance Stance = EStance::Stand;
@@ -177,10 +169,10 @@ private:
int32 OtherBodyIndex);
UFUNCTION()
void OnClothingEquip(const UClothingItemData* ClothingItemData);
void OnClothingEquip(const UClothingItemInstance* ClothingItemInstance);
UFUNCTION()
void OnClothingUnequip(const UClothingItemData* ClothingItemData);
void OnClothingUnequip(const UClothingItemInstance* ClothingItemInstance);
UFUNCTION()
void OnSettingsChanged(UNakedDesireUserSettings* Settings);
+17 -20
View File
@@ -1,11 +1,8 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "PlayerCinematic.h"
#include "PlayerCinematic.h"
#include "NakedDesireCharacter.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Clothing/ClothingItemData.h"
#include "NakedDesire/Clothing/ClothingItem.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Clothing/ClothingManager.h"
@@ -57,20 +54,20 @@ void APlayerCinematic::BeginPlay()
Player->ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &APlayerCinematic::OnClothingEquip);
Player->ClothingManager->OnClothingUnequip.AddUniqueDynamic(this, &APlayerCinematic::OnClothingUnequip);
for (const UClothingItemData* ClothingItemData : Player->ClothingManager->GetEquippedClothing())
for (const UClothingItemInstance* ClothingItemInstance : Player->ClothingManager->GetEquippedClothing())
{
EquipClothing(ClothingItemData);
EquipClothing(ClothingItemInstance);
}
}
void APlayerCinematic::OnClothingEquip(const UClothingItemData* ClothingData)
void APlayerCinematic::OnClothingEquip(const UClothingItemInstance* ClothingItemInstance)
{
EquipClothing(ClothingData);
EquipClothing(ClothingItemInstance);
}
void APlayerCinematic::OnClothingUnequip(const UClothingItemData* ClothingData)
void APlayerCinematic::OnClothingUnequip(const UClothingItemInstance* ClothingItemInstance)
{
UnequipClothing(ClothingData);
UnequipClothing(ClothingItemInstance);
}
USkeletalMeshComponent* APlayerCinematic::GetMeshByType(const EClothingSlotType SlotType) const
@@ -110,27 +107,27 @@ USkeletalMeshComponent* APlayerCinematic::GetMeshByType(const EClothingSlotType
}
}
void APlayerCinematic::EquipClothing(const UClothingItemData* ClothingData)
void APlayerCinematic::EquipClothing(const UClothingItemInstance* ClothingItemInstance)
{
USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingData->Info->SlotType);
MeshComponent->SetSkeletalMesh(ClothingData->Info->SkeletalMesh);
if (ClothingData->Info->UseLeaderPose)
USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingItemInstance->GetClothingItem()->SlotType);
MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItem()->SkeletalMesh);
if (ClothingItemInstance->GetClothingItem()->UseLeaderPose)
{
MeshComponent->SetLeaderPoseComponent(GetMesh());
}
if (!ClothingData->Info->Materials.IsEmpty())
if (!ClothingItemInstance->GetClothingItem()->Materials.IsEmpty())
{
for (const TPair<FName, UMaterialInstance*>& Material : ClothingData->Info->Materials)
for (const TPair<FName, UMaterialInstance*>& Material : ClothingItemInstance->GetClothingItem()->Materials)
{
MeshComponent->SetMaterialByName(Material.Key, Material.Value);
}
}
}
void APlayerCinematic::UnequipClothing(const UClothingItemData* ClothingData)
void APlayerCinematic::UnequipClothing(const UClothingItemInstance* ClothingItemInstance)
{
USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingData->Info->SlotType);
USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingItemInstance->GetClothingItem()->SlotType);
MeshComponent->SetSkeletalMesh(nullptr);
MeshComponent->SetLeaderPoseComponent(nullptr);
}
+6 -8
View File
@@ -1,13 +1,11 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "NakedDesire/Clothing/ClothingSlotType.h"
#include "PlayerCinematic.generated.h"
class UClothingItemData;
class UClothingItemInstance;
class ANakedDesireCharacter;
UCLASS()
@@ -68,12 +66,12 @@ protected:
private:
UFUNCTION()
void OnClothingEquip(const UClothingItemData* ClothingData);
void OnClothingEquip(const UClothingItemInstance* ClothingItemInstance);
UFUNCTION()
void OnClothingUnequip(const UClothingItemData* ClothingData);
void OnClothingUnequip(const UClothingItemInstance* ClothingItemInstance);
USkeletalMeshComponent* GetMeshByType(const EClothingSlotType SlotType) const;
void EquipClothing(const UClothingItemData* ClothingData);
void UnequipClothing(const UClothingItemData* ClothingData);
void EquipClothing(const UClothingItemInstance* ClothingItemInstance);
void UnequipClothing(const UClothingItemInstance* ClothingItemInstance);
};
+17 -19
View File
@@ -1,10 +1,8 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "PlayerImpostor.h"
#include "PlayerImpostor.h"
#include "NakedDesireCharacter.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Clothing/ClothingItem.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Clothing/ClothingManager.h"
@@ -48,14 +46,14 @@ APlayerImpostor::APlayerImpostor()
ShoesMeshComponent->SetupAttachment(GetMesh());
}
void APlayerImpostor::OnClothingEquip(const UClothingItemData* ClothingData)
void APlayerImpostor::OnClothingEquip(const UClothingItemInstance* ClothingItemInstance)
{
EquipClothing(ClothingData);
EquipClothing(ClothingItemInstance);
}
void APlayerImpostor::OnClothingUnequip(const UClothingItemData* ClothingData)
void APlayerImpostor::OnClothingUnequip(const UClothingItemInstance* ClothingItemInstance)
{
UnequipClothing(ClothingData);
UnequipClothing(ClothingItemInstance);
}
void APlayerImpostor::BeginPlay()
@@ -71,9 +69,9 @@ void APlayerImpostor::BeginPlay()
Player->ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &APlayerImpostor::OnClothingEquip);
Player->ClothingManager->OnClothingUnequip.AddUniqueDynamic(this, &APlayerImpostor::OnClothingUnequip);
for (const UClothingItemData* ClothingItemData : Player->ClothingManager->GetEquippedClothing())
for (const UClothingItemInstance* ClothingItemInstance : Player->ClothingManager->GetEquippedClothing())
{
EquipClothing(ClothingItemData);
EquipClothing(ClothingItemInstance);
}
}
@@ -114,27 +112,27 @@ USkeletalMeshComponent* APlayerImpostor::GetMeshByType(const EClothingSlotType S
}
}
void APlayerImpostor::EquipClothing(const UClothingItemData* ClothingData)
void APlayerImpostor::EquipClothing(const UClothingItemInstance* ClothingItemInstance)
{
USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingData->Info->SlotType);
MeshComponent->SetSkeletalMesh(ClothingData->Info->SkeletalMesh);
if (ClothingData->Info->UseLeaderPose)
USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingItemInstance->GetClothingItem()->SlotType);
MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItem()->SkeletalMesh);
if (ClothingItemInstance->GetClothingItem()->UseLeaderPose)
{
MeshComponent->SetLeaderPoseComponent(GetMesh());
}
if (!ClothingData->Info->Materials.IsEmpty())
if (!ClothingItemInstance->GetClothingItem()->Materials.IsEmpty())
{
for (const TPair<FName, UMaterialInstance*>& Material : ClothingData->Info->Materials)
for (const TPair<FName, UMaterialInstance*>& Material : ClothingItemInstance->GetClothingItem()->Materials)
{
MeshComponent->SetMaterialByName(Material.Key, Material.Value);
}
}
}
void APlayerImpostor::UnequipClothing(const UClothingItemData* ClothingData)
void APlayerImpostor::UnequipClothing(const UClothingItemInstance* ClothingItemInstance)
{
USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingData->Info->SlotType);
USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingItemInstance->GetClothingItem()->SlotType);
MeshComponent->SetSkeletalMesh(nullptr);
MeshComponent->SetLeaderPoseComponent(nullptr);
}
+6 -9
View File
@@ -1,13 +1,11 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "NakedDesire/Clothing/ClothingItemData.h"
#include "NakedDesire/Clothing/ClothingSlotType.h"
#include "PlayerImpostor.generated.h"
class UClothingItemInstance;
class ANakedDesireCharacter;
UCLASS()
@@ -69,18 +67,17 @@ class NAKEDDESIRE_API APlayerImpostor : public APawn
public:
APlayerImpostor();
protected:
virtual void BeginPlay() override;
private:
UFUNCTION()
void OnClothingEquip(const UClothingItemData* ClothingData);
void OnClothingEquip(const UClothingItemInstance* ClothingItemInstance);
UFUNCTION()
void OnClothingUnequip(const UClothingItemData* ClothingData);
void OnClothingUnequip(const UClothingItemInstance* ClothingItemInstance);
USkeletalMeshComponent* GetMesh() const { return Mesh; };
USkeletalMeshComponent* GetMeshByType(const EClothingSlotType SlotType) const;
void EquipClothing(const UClothingItemData* ClothingData);
void UnequipClothing(const UClothingItemData* ClothingData);
void EquipClothing(const UClothingItemInstance* ClothingItemInstance);
void UnequipClothing(const UClothingItemInstance* ClothingItemInstance);
};
@@ -1,20 +0,0 @@
// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "ClothingItemSaveData.generated.h"
class UClothingItem;
/**
*
*/
USTRUCT(BlueprintType)
struct FClothingItemSaveData
{
GENERATED_BODY()
UPROPERTY()
TSoftObjectPtr<UClothingItem> ClothingItem;
};
@@ -2,13 +2,10 @@
#include "GlobalSaveGameData.h"
#include "NakedDesire/Global/Constants.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Clothing/ClothingItemData.h"
#include "NakedDesire/Clothing/ClothingList.h"
UGlobalSaveGameData* UGlobalSaveGameData::CreateNewSaveGame(TArray<UClothingItemData*> CurrentWardrobeClothing, TArray<UClothingItemData*> CurrentPlayerClothing, float InMoney)
UGlobalSaveGameData* UGlobalSaveGameData::CreateNewSaveGame()
{
UGlobalSaveGameData* NewSave = Cast<UGlobalSaveGameData>(
UGameplayStatics::CreateSaveGameObject(UGlobalSaveGameData::StaticClass())
@@ -19,22 +16,22 @@ UGlobalSaveGameData* UGlobalSaveGameData::CreateNewSaveGame(TArray<UClothingItem
return nullptr;
}
NewSave->Money = InMoney;
// NewSave->Money = InMoney;
for (const UClothingItemData* Item : CurrentWardrobeClothing)
{
NewSave->WardrobeClothing.Add(Item->ToSaveData());
}
for (const UClothingItemData* Item : CurrentPlayerClothing)
{
NewSave->PlayerClothing.Add(Item->ToSaveData());
}
// for (const UClothingItemData* Item : CurrentWardrobeClothing)
// {
// NewSave->WardrobeClothing.Add(Item->ToSaveData());
// }
//
// for (const UClothingItemData* Item : CurrentPlayerClothing)
// {
// NewSave->PlayerClothing.Add(Item->ToSaveData());
// }
return NewSave;
}
UGlobalSaveGameData* UGlobalSaveGameData::LoadOrCreateSaveGame(UClothingList* DefaultPlayerClothing, UClothingList* DefaultWardrobeClothing)
UGlobalSaveGameData* UGlobalSaveGameData::LoadOrCreateSaveGame()
{
if (UGameplayStatics::DoesSaveGameExist(SLOT_NAME, SLOT_PLAYER))
{
@@ -44,10 +41,10 @@ UGlobalSaveGameData* UGlobalSaveGameData::LoadOrCreateSaveGame(UClothingList* De
}
UGlobalSaveGameData* NewSave = nullptr;
if (DefaultWardrobeClothing && DefaultPlayerClothing)
{
NewSave = CreateNewSaveGame(DefaultWardrobeClothing->ClothingItems, DefaultPlayerClothing->ClothingItems, STARTING_MONEY);
}
// if (DefaultWardrobeClothing && DefaultPlayerClothing)
// {
// NewSave = CreateNewSaveGame(DefaultWardrobeClothing->ClothingItems, DefaultPlayerClothing->ClothingItems, STARTING_MONEY);
// }
if (NewSave)
{
@@ -57,13 +54,12 @@ UGlobalSaveGameData* UGlobalSaveGameData::LoadOrCreateSaveGame(UClothingList* De
return NewSave;
}
bool UGlobalSaveGameData::SaveGame(const TArray<UClothingItemData*> CurrentWardrobeClothing,
const TArray<UClothingItemData*> CurrentPlayerClothing, int32 InMoney)
bool UGlobalSaveGameData::SaveGame()
{
if (UGlobalSaveGameData* Save = CreateNewSaveGame(CurrentWardrobeClothing, CurrentPlayerClothing, (float)InMoney))
{
return UGameplayStatics::SaveGameToSlot(Save, SLOT_NAME, SLOT_PLAYER);
}
// if (UGlobalSaveGameData* Save = CreateNewSaveGame(CurrentWardrobeClothing, CurrentPlayerClothing, (float)InMoney))
// {
// return UGameplayStatics::SaveGameToSlot(Save, SLOT_NAME, SLOT_PLAYER);
// }
return false;
}
@@ -3,15 +3,11 @@
#pragma once
#include "CoreMinimal.h"
#include "ClothingItemSaveData.h"
#include "GameFramework/SaveGame.h"
#include "GlobalSaveGameData.generated.h"
class UClothingList;
class UClothingItemData;
/**
*
*/
UCLASS()
class NAKEDDESIRE_API UGlobalSaveGameData : public USaveGame
{
@@ -24,18 +20,12 @@ public:
UPROPERTY(BlueprintReadWrite, SaveGame)
float Money = 0;
UPROPERTY(BlueprintReadWrite)
TArray<FClothingItemSaveData> WardrobeClothing;
UPROPERTY(BlueprintReadWrite)
TArray<FClothingItemSaveData> PlayerClothing;
UFUNCTION(BlueprintCallable)
static UGlobalSaveGameData* LoadOrCreateSaveGame(UClothingList* DefaultPlayerClothing, UClothingList* DefaultWardrobeClothing);
static UGlobalSaveGameData* LoadOrCreateSaveGame();
UFUNCTION(BlueprintCallable)
static bool SaveGame(TArray<UClothingItemData*> CurrentWardrobeClothing, TArray<UClothingItemData*> CurrentPlayerClothing, int32 InMoney);
static bool SaveGame();
private:
static UGlobalSaveGameData* CreateNewSaveGame(TArray<UClothingItemData*> CurrentWardrobeClothing, TArray<UClothingItemData*> CurrentPlayerClothing, float InMoney);
static UGlobalSaveGameData* CreateNewSaveGame();
};