Refactor clothing visuals
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@@ -1,12 +1,11 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "NakedDesire/Clothing/ClothingSlotType.h"
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#include "PlayerCinematic.generated.h"
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class UClothingItemInstance;
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class ANakedDesireCharacter;
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class UClothingVisualsComponent;
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UCLASS()
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class NAKEDDESIRE_API APlayerCinematic : public ACharacter
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@@ -14,63 +13,13 @@ class NAKEDDESIRE_API APlayerCinematic : public ACharacter
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GENERATED_BODY()
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* NipplesMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* AnalMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* VaginaMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* HeadMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* NeckMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* FaceMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* EyesMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* BodyMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* TopMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* BottomMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* BraMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* PantiesMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* SocksMeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing")
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USkeletalMeshComponent* ShoesMeshComponent;
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UClothingVisualsComponent* ClothingVisualsComponent;
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UPROPERTY()
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ANakedDesireCharacter* Player;
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public:
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APlayerCinematic();
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virtual void BeginPlay() override;
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private:
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UFUNCTION()
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void OnClothingEquip(UClothingItemInstance* ClothingItemInstance);
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UFUNCTION()
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void OnClothingUnequip(UClothingItemInstance* ClothingItemInstance);
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USkeletalMeshComponent* GetMeshByType(const EClothingSlotType SlotType) const;
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void EquipClothing(const UClothingItemInstance* ClothingItemInstance);
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void UnequipClothing(const UClothingItemInstance* ClothingItemInstance);
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};
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virtual void BeginPlay() override;
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};
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