Refactor clothing visuals
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// © 2025 Naked People Team. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "ClothingSlotType.h"
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#include "ClothingVisualsComponent.generated.h"
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class UClothingManager;
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class UClothingItemInstance;
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class USkeletalMeshComponent;
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/**
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* Renders equipped clothing by lazily spawning one skeletal mesh component per
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* occupied slot, parented to a target body mesh. Reacts to a UClothingManager's
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* equip/unequip events, so the character, mirror impostor, and cinematic double
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* share one implementation instead of hand-maintained per-slot components.
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*/
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class NAKEDDESIRE_API UClothingVisualsComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UClothingVisualsComponent();
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/**
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* Bind to a clothing manager and a body mesh (the leader-pose source and
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* attach parent for spawned slot meshes), then apply the current equipped set.
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* Call after the manager has hydrated (e.g. owning actor's BeginPlay).
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*/
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void Initialize(USkeletalMeshComponent* InBodyMesh, UClothingManager* InClothingManager);
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void Apply(const UClothingItemInstance* ClothingItemInstance);
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void ClearSlot(EClothingSlotType SlotType);
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private:
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UFUNCTION()
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void HandleClothingEquip(UClothingItemInstance* ClothingItemInstance);
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UFUNCTION()
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void HandleClothingUnequip(UClothingItemInstance* ClothingItemInstance);
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/** Returns the slot's mesh component, creating + attaching it on first use. */
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USkeletalMeshComponent* GetOrCreateSlotMesh(EClothingSlotType SlotType);
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UPROPERTY()
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TObjectPtr<USkeletalMeshComponent> BodyMesh;
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UPROPERTY()
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TObjectPtr<UClothingManager> ClothingManager;
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UPROPERTY()
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TMap<EClothingSlotType, TObjectPtr<USkeletalMeshComponent>> SlotMeshes;
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};
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