Clothing system refactor
This commit is contained in:
@@ -1,4 +0,0 @@
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// © 2025 Naked People Team. All Rights Reserved.
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#include "ClothingItem.h"
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@@ -0,0 +1,11 @@
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// © 2025 Naked People Team. All Rights Reserved.
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#include "ClothingItemDefinition.h"
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#include "ClothingItemInstance.h"
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TSubclassOf<UItemInstance> UClothingItemDefinition::GetInstanceClass() const
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{
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return UClothingItemInstance::StaticClass();
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}
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+5
-14
@@ -6,8 +6,9 @@
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#include "BodyPart.h"
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#include "ClothingSlotType.h"
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#include "Engine/DataAsset.h"
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#include "NakedDesire/Items/ItemDefinition.h"
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#include "NakedDesire/Progression/ProgressionPath.h"
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#include "ClothingItem.generated.h"
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#include "ClothingItemDefinition.generated.h"
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USTRUCT(BlueprintType)
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struct NAKEDDESIRE_API FBodyPartCoverage
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@@ -68,17 +69,13 @@ struct NAKEDDESIRE_API FGarmentContainerSlot
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};
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UCLASS(BlueprintType)
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class NAKEDDESIRE_API UClothingItem : public UPrimaryDataAsset
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class NAKEDDESIRE_API UClothingItemDefinition : public UItemDefinition
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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FText Name;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UTexture2D> Icon;
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virtual TSubclassOf<UItemInstance> GetInstanceClass() const override;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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EClothingSlotType SlotType;
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@@ -88,9 +85,6 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TMap<FName, UMaterialInstance*> Materials;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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UStaticMesh* StaticMesh;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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int BasePrice;
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@@ -109,9 +103,6 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TArray<EBodyPart> CanExpose;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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float Coverage = 1.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TArray<FGarmentContainerSlot> ContainerSlots;
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@@ -1,27 +1,24 @@
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#include "ClothingItemInstance.h"
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#include "ClothingItem.h"
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#include "NakedDesire/SaveGame/ItemSaveRecord.h"
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#include "ClothingItemDefinition.h"
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#include "StructUtils/InstancedStruct.h"
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void UClothingItemInstance::Init(UClothingItem* InClothingItem)
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void UClothingItemInstance::Init(UClothingItemDefinition* InClothingItem)
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{
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ClothingItem = InClothingItem;
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ItemDefinition = InClothingItem;
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}
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void UClothingItemInstance::Setup(UClothingItem* InClothingItem, const TArray<UItemInstance*>& InStoredItems,
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const float InCondition, const FGuid InInstanceId)
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void UClothingItemInstance::CaptureState(FInstancedStruct& OutState) const
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{
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this->ClothingItem = InClothingItem;
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this->StoredItems = InStoredItems;
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this->Condition = InCondition;
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this->InstanceId = InInstanceId;
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FClothingInstanceState ClothingState;
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ClothingState.Condition = Condition;
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OutState.InitializeAs<FClothingInstanceState>(ClothingState);
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}
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UClothingItemInstance* UClothingItemInstance::CreateFromSave(UObject* Outer, const FItemSaveRecord& ItemSaveRecord)
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void UClothingItemInstance::ApplyState(const FInstancedStruct& InState)
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{
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UClothingItemInstance* NewItemInstance = NewObject<UClothingItemInstance>(Outer);
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NewItemInstance->Setup(ItemSaveRecord.Definition.Get(), {}, ItemSaveRecord.Condition, ItemSaveRecord.InstanceId);
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return NewItemInstance;
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}
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if (const FClothingInstanceState* ClothingState = InState.GetPtr<FClothingInstanceState>())
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{
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Condition = ClothingState->Condition;
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}
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}
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@@ -1,32 +1,39 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "ClothingItemDefinition.h"
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#include "NakedDesire/Items/ItemInstance.h"
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#include "ClothingItemInstance.generated.h"
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struct FItemSaveRecord;
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class UClothingItem;
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class UClothingItemDefinition;
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/** Per-instance mutable state for clothing. */
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USTRUCT()
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struct FClothingInstanceState : public FItemInstanceState
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{
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GENERATED_BODY()
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UPROPERTY(SaveGame)
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float Condition = 1.0f;
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};
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UCLASS(BlueprintType)
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class NAKEDDESIRE_API UClothingItemInstance : public UItemInstance
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadOnly, Category = "Clothing Item")
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float Condition = 1.0f;
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UClothingItem* GetClothingItem() const { return ClothingItem; }
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void Init(UClothingItem* InClothingItem);
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void Setup(UClothingItem* InClothingItem, const TArray<UItemInstance*>& InStoredItems, float InCondition, FGuid InInstanceId);
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static UClothingItemInstance* CreateFromSave(UObject* Outer, const FItemSaveRecord& ItemSaveRecord);
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UClothingItemDefinition* GetClothingItemDefinition() const { return Cast<UClothingItemDefinition>(ItemDefinition); }
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void Init(UClothingItemDefinition* InClothingItem);
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protected:
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UPROPERTY(BlueprintReadOnly, Category = "Clothing Item")
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TObjectPtr<UClothingItem> ClothingItem;
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virtual void CaptureState(FInstancedStruct& OutState) const override;
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virtual void ApplyState(const FInstancedStruct& InState) override;
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UPROPERTY(BlueprintReadOnly, Category = "Clothing Item")
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TArray<TObjectPtr<UItemInstance>> StoredItems;
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};
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};
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@@ -2,7 +2,7 @@
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#include "ClothingManager.h"
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#include "ClothingItem.h"
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#include "ClothingItemDefinition.h"
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#include "ClothingItemInstance.h"
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#include "GameFramework/Character.h"
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#include "Kismet/GameplayStatics.h"
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@@ -51,7 +51,7 @@ bool UClothingManager::IsBodyPartExposed(const EBodyPart BodyPart)
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{
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for (const auto& [Key, Value] : EquippedClothing)
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{
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if (Value->GetClothingItem()->HiddenBodyParts.Contains(BodyPart))
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if (Value->GetClothingItemDefinition()->HiddenBodyParts.Contains(BodyPart))
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return false;
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}
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@@ -63,7 +63,10 @@ void UClothingManager::HydrateClothing()
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USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
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for (const FItemSaveRecord& ItemSaveRecord : SaveSubsystem->GetCurrentSave()->GetEquippedItems())
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{
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UClothingItemInstance* ClothingItemInstance = UClothingItemInstance::CreateFromSave(this, ItemSaveRecord);
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UClothingItemInstance* ClothingItemInstance = Cast<UClothingItemInstance>(UItemInstance::CreateFromRecord(this, ItemSaveRecord));
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if (!ClothingItemInstance)
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continue;
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PutOnClothing(ClothingItemInstance);
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}
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}
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@@ -75,7 +78,7 @@ float UClothingManager::GetHeelHeight()
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const UClothingItemInstance* Footwear = EquippedClothing[EClothingSlotType::Footwear];
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return Footwear->GetClothingItem()->ShoesOffset;
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return Footwear->GetClothingItemDefinition()->ShoesOffset;
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}
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USkeletalMeshComponent* UClothingManager::GetMeshComponent(const EClothingSlotType SlotType) const
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@@ -135,25 +138,25 @@ void UClothingManager::PutOnClothing(UClothingItemInstance* ClothingItemInstance
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if (!ClothingItemInstance)
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return;
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const EClothingSlotType ClothingSlotType = ClothingItemInstance->GetClothingItem()->SlotType;
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const EClothingSlotType ClothingSlotType = ClothingItemInstance->GetClothingItemDefinition()->SlotType;
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USkeletalMeshComponent* MeshComponent = GetMeshComponent(ClothingSlotType);
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MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItem()->SkeletalMesh);
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if (!ClothingItemInstance->GetClothingItem()->Materials.IsEmpty())
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MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItemDefinition()->SkeletalMesh);
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if (!ClothingItemInstance->GetClothingItemDefinition()->Materials.IsEmpty())
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{
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for (const TPair<FName, UMaterialInstance*>& Material : ClothingItemInstance->GetClothingItem()->Materials)
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for (const TPair<FName, UMaterialInstance*>& Material : ClothingItemInstance->GetClothingItemDefinition()->Materials)
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{
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MeshComponent->SetMaterialByName(Material.Key, Material.Value);
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}
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}
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SetClothingSlotItem(ClothingSlotType, ClothingItemInstance);
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if (ClothingItemInstance->GetClothingItem()->UseLeaderPose)
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if (ClothingItemInstance->GetClothingItemDefinition()->UseLeaderPose)
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{
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MeshComponent->SetLeaderPoseComponent(Cast<ACharacter>(GetOwner())->GetMesh());
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}
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const UClothingItem* ClothingItem = ClothingItemInstance->GetClothingItem();
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const UClothingItemDefinition* ClothingItem = ClothingItemInstance->GetClothingItemDefinition();
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if (ClothingItem->SlotType == EClothingSlotType::Bodysuit)
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{
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DropClothing(EClothingSlotType::Top);
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@@ -174,7 +177,7 @@ void UClothingManager::PutOnClothing(UClothingItemInstance* ClothingItemInstance
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void UClothingManager::TakeClothing(UClothingItemInstance* ClothingItemInstance)
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{
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const EClothingSlotType SlotType = ClothingItemInstance->GetClothingItem()->SlotType;
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const EClothingSlotType SlotType = ClothingItemInstance->GetClothingItemDefinition()->SlotType;
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if (EquippedClothing.Contains(SlotType))
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{
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DropClothing(SlotType);
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@@ -200,7 +203,7 @@ UClothingItemInstance* UClothingManager::RemoveClothing(const EClothingSlotType
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USkeletalMeshComponent* MeshComponent = GetMeshComponent(ClothingSlotType);
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MeshComponent->SetSkeletalMesh(nullptr);
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if (ExistingItem->GetClothingItem()->UseLeaderPose)
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if (ExistingItem->GetClothingItemDefinition()->UseLeaderPose)
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{
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MeshComponent->SetLeaderPoseComponent(nullptr);
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}
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