Refactor clothing visuals

This commit is contained in:
2026-05-29 22:54:28 +03:00
parent 4405324095
commit cf40321d3a
11 changed files with 187 additions and 481 deletions
Binary file not shown.
@@ -81,37 +81,6 @@ float UClothingManager::GetHeelHeight()
return Footwear->GetClothingItemDefinition()->ShoesOffset;
}
USkeletalMeshComponent* UClothingManager::GetMeshComponent(const EClothingSlotType SlotType) const
{
const ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(GetOwner());
if (!Player)
{
return nullptr;
}
switch (SlotType)
{
case EClothingSlotType::Nipples: return Player->NipplesMeshComponent;
case EClothingSlotType::Anal: return Player->AnalMeshComponent;
case EClothingSlotType::Vagina: return Player->VaginaMeshComponent;
case EClothingSlotType::Head: return Player->HeadMeshComponent;
case EClothingSlotType::Neck: return Player->NeckMeshComponent;
case EClothingSlotType::Face: return Player->FaceMeshComponent;
case EClothingSlotType::Eyes: return Player->EyesMeshComponent;
case EClothingSlotType::Bodysuit: return Player->BodySuitMeshComponent;
case EClothingSlotType::Top: return Player->TopMeshComponent;
case EClothingSlotType::Bottom: return Player->BottomMeshComponent;
case EClothingSlotType::UnderwearTop: return Player->UnderwearTopMeshComponent;
case EClothingSlotType::UnderwearBottom:return Player->UnderwearBottomMeshComponent;
case EClothingSlotType::Socks: return Player->SocksMeshComponent;
case EClothingSlotType::Footwear: return Player->FootwearMeshComponent;
case EClothingSlotType::Outerwear: return Player->OuterwearMeshComponent;
case EClothingSlotType::WristRestraint: return Player->WristRestraintMeshComponent;
case EClothingSlotType::AnkleRestraint: return Player->AnkleRestraintMeshComponent;
case EClothingSlotType::NeckRestraint: return Player->NeckRestraintMeshComponent;
default: return nullptr;
}
}
void UClothingManager::SpawnClothingPickup(UClothingItemInstance* ItemInstance)
{
if (!ItemPickupActor)
@@ -139,22 +108,8 @@ void UClothingManager::PutOnClothing(UClothingItemInstance* ClothingItemInstance
return;
const EClothingSlotType ClothingSlotType = ClothingItemInstance->GetClothingItemDefinition()->SlotType;
USkeletalMeshComponent* MeshComponent = GetMeshComponent(ClothingSlotType);
MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItemDefinition()->SkeletalMesh);
if (!ClothingItemInstance->GetClothingItemDefinition()->Materials.IsEmpty())
{
for (const TPair<FName, UMaterialInstance*>& Material : ClothingItemInstance->GetClothingItemDefinition()->Materials)
{
MeshComponent->SetMaterialByName(Material.Key, Material.Value);
}
}
SetClothingSlotItem(ClothingSlotType, ClothingItemInstance);
if (ClothingItemInstance->GetClothingItemDefinition()->UseLeaderPose)
{
MeshComponent->SetLeaderPoseComponent(Cast<ACharacter>(GetOwner())->GetMesh());
}
const UClothingItemDefinition* ClothingItem = ClothingItemInstance->GetClothingItemDefinition();
if (ClothingItem->SlotType == EClothingSlotType::Bodysuit)
@@ -200,14 +155,6 @@ UClothingItemInstance* UClothingManager::RemoveClothing(const EClothingSlotType
SetClothingSlotItem(ClothingSlotType, nullptr);
USkeletalMeshComponent* MeshComponent = GetMeshComponent(ClothingSlotType);
MeshComponent->SetSkeletalMesh(nullptr);
if (ExistingItem->GetClothingItemDefinition()->UseLeaderPose)
{
MeshComponent->SetLeaderPoseComponent(nullptr);
}
OnClothingUnequip.Broadcast(ExistingItem);
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
@@ -53,7 +53,6 @@ public:
float GetHeelHeight();
private:
USkeletalMeshComponent* GetMeshComponent(EClothingSlotType SlotType) const;
void SpawnClothingPickup(UClothingItemInstance* ItemInstance);
UPROPERTY()
@@ -0,0 +1,98 @@
// © 2025 Naked People Team. All Rights Reserved.
#include "ClothingVisualsComponent.h"
#include "ClothingItemDefinition.h"
#include "ClothingItemInstance.h"
#include "ClothingManager.h"
#include "Components/SkeletalMeshComponent.h"
#include "Materials/MaterialInstance.h"
UClothingVisualsComponent::UClothingVisualsComponent()
{
PrimaryComponentTick.bCanEverTick = false;
}
void UClothingVisualsComponent::Initialize(USkeletalMeshComponent* InBodyMesh, UClothingManager* InClothingManager)
{
BodyMesh = InBodyMesh;
ClothingManager = InClothingManager;
if (!ClothingManager)
return;
ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &UClothingVisualsComponent::HandleClothingEquip);
ClothingManager->OnClothingUnequip.AddUniqueDynamic(this, &UClothingVisualsComponent::HandleClothingUnequip);
for (const UClothingItemInstance* Equipped : ClothingManager->GetEquippedClothing())
{
Apply(Equipped);
}
}
void UClothingVisualsComponent::Apply(const UClothingItemInstance* ClothingItemInstance)
{
if (!ClothingItemInstance)
return;
const UClothingItemDefinition* Definition = ClothingItemInstance->GetClothingItemDefinition();
if (!Definition)
return;
USkeletalMeshComponent* SlotMesh = GetOrCreateSlotMesh(Definition->SlotType);
if (!SlotMesh)
return;
SlotMesh->SetSkeletalMesh(Definition->SkeletalMesh);
if (Definition->UseLeaderPose)
{
SlotMesh->SetLeaderPoseComponent(BodyMesh);
}
for (const TPair<FName, UMaterialInstance*>& Material : Definition->Materials)
{
SlotMesh->SetMaterialByName(Material.Key, Material.Value);
}
}
void UClothingVisualsComponent::ClearSlot(EClothingSlotType SlotType)
{
if (const TObjectPtr<USkeletalMeshComponent>* Found = SlotMeshes.Find(SlotType))
{
(*Found)->SetLeaderPoseComponent(nullptr);
(*Found)->SetSkeletalMesh(nullptr);
}
}
void UClothingVisualsComponent::HandleClothingEquip(UClothingItemInstance* ClothingItemInstance)
{
Apply(ClothingItemInstance);
}
void UClothingVisualsComponent::HandleClothingUnequip(UClothingItemInstance* ClothingItemInstance)
{
if (ClothingItemInstance && ClothingItemInstance->GetClothingItemDefinition())
{
ClearSlot(ClothingItemInstance->GetClothingItemDefinition()->SlotType);
}
}
USkeletalMeshComponent* UClothingVisualsComponent::GetOrCreateSlotMesh(EClothingSlotType SlotType)
{
if (const TObjectPtr<USkeletalMeshComponent>* Found = SlotMeshes.Find(SlotType))
{
return *Found;
}
if (!BodyMesh)
return nullptr;
const FName ComponentName = *FString::Printf(TEXT("ClothingSlotMesh_%d"), static_cast<int32>(SlotType));
USkeletalMeshComponent* SlotMesh = NewObject<USkeletalMeshComponent>(GetOwner(), ComponentName);
SlotMesh->SetupAttachment(BodyMesh);
SlotMesh->RegisterComponent();
SlotMeshes.Add(SlotType, SlotMesh);
return SlotMesh;
}
@@ -0,0 +1,56 @@
// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "ClothingSlotType.h"
#include "ClothingVisualsComponent.generated.h"
class UClothingManager;
class UClothingItemInstance;
class USkeletalMeshComponent;
/**
* Renders equipped clothing by lazily spawning one skeletal mesh component per
* occupied slot, parented to a target body mesh. Reacts to a UClothingManager's
* equip/unequip events, so the character, mirror impostor, and cinematic double
* share one implementation instead of hand-maintained per-slot components.
*/
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class NAKEDDESIRE_API UClothingVisualsComponent : public UActorComponent
{
GENERATED_BODY()
public:
UClothingVisualsComponent();
/**
* Bind to a clothing manager and a body mesh (the leader-pose source and
* attach parent for spawned slot meshes), then apply the current equipped set.
* Call after the manager has hydrated (e.g. owning actor's BeginPlay).
*/
void Initialize(USkeletalMeshComponent* InBodyMesh, UClothingManager* InClothingManager);
void Apply(const UClothingItemInstance* ClothingItemInstance);
void ClearSlot(EClothingSlotType SlotType);
private:
UFUNCTION()
void HandleClothingEquip(UClothingItemInstance* ClothingItemInstance);
UFUNCTION()
void HandleClothingUnequip(UClothingItemInstance* ClothingItemInstance);
/** Returns the slot's mesh component, creating + attaching it on first use. */
USkeletalMeshComponent* GetOrCreateSlotMesh(EClothingSlotType SlotType);
UPROPERTY()
TObjectPtr<USkeletalMeshComponent> BodyMesh;
UPROPERTY()
TObjectPtr<UClothingManager> ClothingManager;
UPROPERTY()
TMap<EClothingSlotType, TObjectPtr<USkeletalMeshComponent>> SlotMeshes;
};
@@ -12,6 +12,7 @@
#include "NakedDesire/Censorship/CensorshipComponent.h"
#include "NakedDesire/Clothing/ClothingItemDefinition.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Clothing/ClothingVisualsComponent.h"
#include "NakedDesire/Global/Constants.h"
#include "NakedDesire/Global/NakedDesireHUD.h"
#include "NakedDesire/Global/NakedDesireUserSettings.h"
@@ -33,42 +34,7 @@ ANakedDesireCharacter::ANakedDesireCharacter()
StatsManager = CreateDefaultSubobject<UStatsManager>("Stats Manager");
MissionsManager = CreateDefaultSubobject<UMissionsManager>("Missions Manager");
NipplesMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Nipples");
NipplesMeshComponent->SetupAttachment(GetMesh());
AnalMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Anal");
AnalMeshComponent->SetupAttachment(GetMesh());
VaginaMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Vagina");
VaginaMeshComponent->SetupAttachment(GetMesh());
HeadMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Head");
HeadMeshComponent->SetupAttachment(GetMesh());
NeckMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Neck");
NeckMeshComponent->SetupAttachment(GetMesh());
FaceMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Face");
FaceMeshComponent->SetupAttachment(GetMesh());
EyesMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Eyes");
EyesMeshComponent->SetupAttachment(GetMesh());
BodySuitMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Body Suit");
BodySuitMeshComponent->SetupAttachment(GetMesh());
TopMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Top");
TopMeshComponent->SetupAttachment(GetMesh());
BottomMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Bottom");
BottomMeshComponent->SetupAttachment(GetMesh());
UnderwearTopMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Underwear Top");
UnderwearTopMeshComponent->SetupAttachment(GetMesh());
UnderwearBottomMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Underwear Bottom");
UnderwearBottomMeshComponent->SetupAttachment(GetMesh());
SocksMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Socks");
SocksMeshComponent->SetupAttachment(GetMesh());
FootwearMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Footwear");
FootwearMeshComponent->SetupAttachment(GetMesh());
OuterwearMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Outerwear");
OuterwearMeshComponent->SetupAttachment(GetMesh());
WristRestraintMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Wrist Restraint");
WristRestraintMeshComponent->SetupAttachment(GetMesh());
AnkleRestraintMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Ankle Restraint");
AnkleRestraintMeshComponent->SetupAttachment(GetMesh());
NeckRestraintMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Neck Restraint");
NeckRestraintMeshComponent->SetupAttachment(GetMesh());
ClothingVisualsComponent = CreateDefaultSubobject<UClothingVisualsComponent>(TEXT("Clothing Visuals Component"));
BoobLCensorship = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Boob L Censorship"));
BoobLCensorship->SetupAttachment(GetMesh(), FName(TEXT("boob_l")));
@@ -157,7 +123,8 @@ void ANakedDesireCharacter::BeginPlay()
StimuliSourceComponent->RegisterWithPerceptionSystem();
// Initialize after Super::BeginPlay so clothing hydration has populated the
// equipped set; the component recomputes censorship from that final state.
// equipped set; both components sync from that final state.
ClothingVisualsComponent->Initialize(GetMesh(), ClothingManager);
CensorshipComponent->Initialize(ClothingManager, BoobLCensorship, BoobRCensorship, VaginaCensorship, AnalCensorship);
HUD = Cast<ANakedDesireHUD>(UGameplayStatics::GetPlayerController(GetWorld(), 0)->GetHUD());
@@ -19,6 +19,7 @@ class UClothingItemInstance;
class UClothingSlotsData;
class UAIPerceptionStimuliSourceComponent;
class UClothingManager;
class UClothingVisualsComponent;
class UCensorshipComponent;
class UStatsManager;
class UMissionsManager;
@@ -57,60 +58,9 @@ public:
UPROPERTY(EditDefaultsOnly, Category = "Input")
UInputAction* InteractAction;
// Clothing
// Clothing slot meshes are spawned per equipped slot at runtime by ClothingVisualsComponent.
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* NipplesMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* AnalMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* VaginaMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* HeadMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* NeckMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* FaceMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* EyesMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* BodySuitMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* TopMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* BottomMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* UnderwearTopMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* UnderwearBottomMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* SocksMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* FootwearMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* OuterwearMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* WristRestraintMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* AnkleRestraintMeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
USkeletalMeshComponent* NeckRestraintMeshComponent;
UClothingVisualsComponent* ClothingVisualsComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Censorship")
UStaticMeshComponent* BoobLCensorship;
+7 -113
View File
@@ -1,44 +1,16 @@
#include "PlayerCinematic.h"
#include "PlayerCinematic.h"
#include "NakedDesireCharacter.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Clothing/ClothingItemDefinition.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Clothing/ClothingManager.h"
#include "NakedDesire/Clothing/ClothingVisualsComponent.h"
// Sets default values
APlayerCinematic::APlayerCinematic()
{
PrimaryActorTick.bCanEverTick = false;
NipplesMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Nipples"));
NipplesMeshComponent->SetupAttachment(GetMesh());
AnalMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Anal"));
AnalMeshComponent->SetupAttachment(GetMesh());
VaginaMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Vagina"));
VaginaMeshComponent->SetupAttachment(GetMesh());
HeadMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Head"));
HeadMeshComponent->SetupAttachment(GetMesh());
NeckMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Neck"));
NeckMeshComponent->SetupAttachment(GetMesh());
FaceMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Face"));
FaceMeshComponent->SetupAttachment(GetMesh());
EyesMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Eyes"));
EyesMeshComponent->SetupAttachment(GetMesh());
BodyMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Body"));
BodyMeshComponent->SetupAttachment(GetMesh());
TopMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Top"));
TopMeshComponent->SetupAttachment(GetMesh());
BottomMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Bottom"));
BottomMeshComponent->SetupAttachment(GetMesh());
BraMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Bra"));
BraMeshComponent->SetupAttachment(GetMesh());
PantiesMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Panties"));
PantiesMeshComponent->SetupAttachment(GetMesh());
SocksMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Socks"));
SocksMeshComponent->SetupAttachment(GetMesh());
ShoesMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Shoes"));
ShoesMeshComponent->SetupAttachment(GetMesh());
ClothingVisualsComponent = CreateDefaultSubobject<UClothingVisualsComponent>(TEXT("Clothing Visuals Component"));
}
void APlayerCinematic::BeginPlay()
@@ -51,83 +23,5 @@ void APlayerCinematic::BeginPlay()
return;
}
Player->ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &APlayerCinematic::OnClothingEquip);
Player->ClothingManager->OnClothingUnequip.AddUniqueDynamic(this, &APlayerCinematic::OnClothingUnequip);
for (const UClothingItemInstance* ClothingItemInstance : Player->ClothingManager->GetEquippedClothing())
{
EquipClothing(ClothingItemInstance);
}
}
void APlayerCinematic::OnClothingEquip(UClothingItemInstance* ClothingItemInstance)
{
EquipClothing(ClothingItemInstance);
}
void APlayerCinematic::OnClothingUnequip(UClothingItemInstance* ClothingItemInstance)
{
UnequipClothing(ClothingItemInstance);
}
USkeletalMeshComponent* APlayerCinematic::GetMeshByType(const EClothingSlotType SlotType) const
{
switch (SlotType)
{
case EClothingSlotType::Nipples:
return NipplesMeshComponent;
case EClothingSlotType::Anal:
return AnalMeshComponent;
case EClothingSlotType::Vagina:
return VaginaMeshComponent;
case EClothingSlotType::Head:
return HeadMeshComponent;
case EClothingSlotType::Neck:
return NeckMeshComponent;
case EClothingSlotType::Face:
return FaceMeshComponent;
case EClothingSlotType::Eyes:
return EyesMeshComponent;
case EClothingSlotType::Bodysuit:
return BodyMeshComponent;
case EClothingSlotType::Top:
return TopMeshComponent;
case EClothingSlotType::Bottom:
return BottomMeshComponent;
case EClothingSlotType::UnderwearTop:
return BraMeshComponent;
case EClothingSlotType::UnderwearBottom:
return PantiesMeshComponent;
case EClothingSlotType::Socks:
return SocksMeshComponent;
case EClothingSlotType::Footwear:
return ShoesMeshComponent;
default:
return NipplesMeshComponent;
}
}
void APlayerCinematic::EquipClothing(const UClothingItemInstance* ClothingItemInstance)
{
USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingItemInstance->GetClothingItemDefinition()->SlotType);
MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItemDefinition()->SkeletalMesh);
if (ClothingItemInstance->GetClothingItemDefinition()->UseLeaderPose)
{
MeshComponent->SetLeaderPoseComponent(GetMesh());
}
if (!ClothingItemInstance->GetClothingItemDefinition()->Materials.IsEmpty())
{
for (const TPair<FName, UMaterialInstance*>& Material : ClothingItemInstance->GetClothingItemDefinition()->Materials)
{
MeshComponent->SetMaterialByName(Material.Key, Material.Value);
}
}
}
void APlayerCinematic::UnequipClothing(const UClothingItemInstance* ClothingItemInstance)
{
USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingItemInstance->GetClothingItemDefinition()->SlotType);
MeshComponent->SetSkeletalMesh(nullptr);
MeshComponent->SetLeaderPoseComponent(nullptr);
}
ClothingVisualsComponent->Initialize(GetMesh(), Player->ClothingManager);
}
+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;
};
+6 -111
View File
@@ -1,9 +1,9 @@
#include "PlayerImpostor.h"
#include "PlayerImpostor.h"
#include "NakedDesireCharacter.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Clothing/ClothingItemDefinition.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Clothing/ClothingManager.h"
#include "NakedDesire/Clothing/ClothingVisualsComponent.h"
APlayerImpostor::APlayerImpostor()
@@ -16,44 +16,7 @@ APlayerImpostor::APlayerImpostor()
Mesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("RootMesh"));
Mesh->SetupAttachment(RootComponent);
NipplesMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Nipples"));
NipplesMeshComponent->SetupAttachment(GetMesh());
AnalMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Anal"));
AnalMeshComponent->SetupAttachment(GetMesh());
VaginaMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Vagina"));
VaginaMeshComponent->SetupAttachment(GetMesh());
HeadMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Head"));
HeadMeshComponent->SetupAttachment(GetMesh());
NeckMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Neck"));
NeckMeshComponent->SetupAttachment(GetMesh());
FaceMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Face"));
FaceMeshComponent->SetupAttachment(GetMesh());
EyesMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Eyes"));
EyesMeshComponent->SetupAttachment(GetMesh());
BodyMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Body"));
BodyMeshComponent->SetupAttachment(GetMesh());
TopMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Top"));
TopMeshComponent->SetupAttachment(GetMesh());
BottomMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Bottom"));
BottomMeshComponent->SetupAttachment(GetMesh());
BraMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Bra"));
BraMeshComponent->SetupAttachment(GetMesh());
PantiesMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Panties"));
PantiesMeshComponent->SetupAttachment(GetMesh());
SocksMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Socks"));
SocksMeshComponent->SetupAttachment(GetMesh());
ShoesMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Shoes"));
ShoesMeshComponent->SetupAttachment(GetMesh());
}
void APlayerImpostor::OnClothingEquip(UClothingItemInstance* ClothingItemInstance)
{
EquipClothing(ClothingItemInstance);
}
void APlayerImpostor::OnClothingUnequip(UClothingItemInstance* ClothingItemInstance)
{
UnequipClothing(ClothingItemInstance);
ClothingVisualsComponent = CreateDefaultSubobject<UClothingVisualsComponent>(TEXT("Clothing Visuals Component"));
}
void APlayerImpostor::BeginPlay()
@@ -66,73 +29,5 @@ void APlayerImpostor::BeginPlay()
return;
}
Player->ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &APlayerImpostor::OnClothingEquip);
Player->ClothingManager->OnClothingUnequip.AddUniqueDynamic(this, &APlayerImpostor::OnClothingUnequip);
for (const UClothingItemInstance* ClothingItemInstance : Player->ClothingManager->GetEquippedClothing())
{
EquipClothing(ClothingItemInstance);
}
}
USkeletalMeshComponent* APlayerImpostor::GetMeshByType(const EClothingSlotType SlotType) const
{
switch (SlotType)
{
case EClothingSlotType::Nipples:
return NipplesMeshComponent;
case EClothingSlotType::Anal:
return AnalMeshComponent;
case EClothingSlotType::Vagina:
return VaginaMeshComponent;
case EClothingSlotType::Head:
return HeadMeshComponent;
case EClothingSlotType::Neck:
return NeckMeshComponent;
case EClothingSlotType::Face:
return FaceMeshComponent;
case EClothingSlotType::Eyes:
return EyesMeshComponent;
case EClothingSlotType::Bodysuit:
return BodyMeshComponent;
case EClothingSlotType::Top:
return TopMeshComponent;
case EClothingSlotType::Bottom:
return BottomMeshComponent;
case EClothingSlotType::UnderwearTop:
return BraMeshComponent;
case EClothingSlotType::UnderwearBottom:
return PantiesMeshComponent;
case EClothingSlotType::Socks:
return SocksMeshComponent;
case EClothingSlotType::Footwear:
return ShoesMeshComponent;
default:
return NipplesMeshComponent;
}
}
void APlayerImpostor::EquipClothing(const UClothingItemInstance* ClothingItemInstance)
{
USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingItemInstance->GetClothingItemDefinition()->SlotType);
MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItemDefinition()->SkeletalMesh);
if (ClothingItemInstance->GetClothingItemDefinition()->UseLeaderPose)
{
MeshComponent->SetLeaderPoseComponent(GetMesh());
}
if (!ClothingItemInstance->GetClothingItemDefinition()->Materials.IsEmpty())
{
for (const TPair<FName, UMaterialInstance*>& Material : ClothingItemInstance->GetClothingItemDefinition()->Materials)
{
MeshComponent->SetMaterialByName(Material.Key, Material.Value);
}
}
}
void APlayerImpostor::UnequipClothing(const UClothingItemInstance* ClothingItemInstance)
{
USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingItemInstance->GetClothingItemDefinition()->SlotType);
MeshComponent->SetSkeletalMesh(nullptr);
MeshComponent->SetLeaderPoseComponent(nullptr);
}
ClothingVisualsComponent->Initialize(GetMesh(), Player->ClothingManager);
}
+6 -55
View File
@@ -1,12 +1,11 @@
#pragma once
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "NakedDesire/Clothing/ClothingSlotType.h"
#include "GameFramework/Pawn.h"
#include "PlayerImpostor.generated.h"
class UClothingItemInstance;
class ANakedDesireCharacter;
class UClothingVisualsComponent;
UCLASS()
class NAKEDDESIRE_API APlayerImpostor : public APawn
@@ -20,46 +19,7 @@ class NAKEDDESIRE_API APlayerImpostor : public APawn
USkeletalMeshComponent* Mesh;
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;
@@ -70,14 +30,5 @@ public:
virtual void BeginPlay() override;
private:
UFUNCTION()
void OnClothingEquip(UClothingItemInstance* ClothingItemInstance);
UFUNCTION()
void OnClothingUnequip(UClothingItemInstance* ClothingItemInstance);
USkeletalMeshComponent* GetMesh() const { return Mesh; };
USkeletalMeshComponent* GetMeshByType(const EClothingSlotType SlotType) const;
void EquipClothing(const UClothingItemInstance* ClothingItemInstance);
void UnequipClothing(const UClothingItemInstance* ClothingItemInstance);
};
USkeletalMeshComponent* GetMesh() const { return Mesh; }
};