Clothing system refactor

This commit is contained in:
2026-05-29 22:13:09 +03:00
parent c6eff4d076
commit cfecd1f4c6
59 changed files with 417 additions and 227 deletions
@@ -0,0 +1,17 @@
// © 2025 Naked People Team. All Rights Reserved.
#include "ItemDefinition.h"
#include "ItemInstance.h"
UItemInstance* UItemDefinition::CreateInstance(UObject* Outer) const
{
const TSubclassOf<UItemInstance> InstanceClass = GetInstanceClass();
if (!InstanceClass)
return nullptr;
UItemInstance* Instance = NewObject<UItemInstance>(Outer, InstanceClass);
Instance->SetItemDefinition(const_cast<UItemDefinition*>(this));
return Instance;
}
+32
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@@ -0,0 +1,32 @@
// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "Templates/SubclassOf.h"
#include "ItemDefinition.generated.h"
class UItemInstance;
UCLASS(Abstract)
class NAKEDDESIRE_API UItemDefinition : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
/** The UItemInstance subclass that runtime instances of this definition use. */
virtual TSubclassOf<UItemInstance> GetInstanceClass() const PURE_VIRTUAL(UItemDefinition::GetInstanceClass, return nullptr;);
/** Mint a fresh runtime instance of this definition (new GUID, default per-type state). */
UItemInstance* CreateInstance(UObject* Outer) const;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
FText Name;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
TObjectPtr<UTexture2D> Icon;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
UStaticMesh* StaticMesh;
};
+39 -1
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@@ -1,9 +1,13 @@
#include "ItemInstance.h"
#include "ItemDefinition.h"
#include "StructUtils/InstancedStruct.h"
#include "NakedDesire/SaveGame/ItemSaveRecord.h"
void UItemInstance::PostInitProperties()
{
Super::PostInitProperties();
if (HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject | RF_NeedLoad))
return;
if (!InstanceId.IsValid())
@@ -20,3 +24,37 @@ void UItemInstance::SetInstanceId(FGuid InId)
{
InstanceId = InId;
}
FItemSaveRecord UItemInstance::ToSaveRecord() const
{
FItemSaveRecord Record;
Record.InstanceId = InstanceId;
Record.Definition = ItemDefinition;
CaptureState(Record.State);
return Record;
}
UItemInstance* UItemInstance::CreateFromRecord(UObject* Outer, const FItemSaveRecord& Record)
{
UItemDefinition* Definition = Record.Definition.LoadSynchronous();
if (!Definition)
{
UE_LOG(LogTemp, Warning, TEXT("UItemInstance::CreateFromRecord: failed to load definition for instance %s"),
*Record.InstanceId.ToString());
return nullptr;
}
const TSubclassOf<UItemInstance> InstanceClass = Definition->GetInstanceClass();
if (!InstanceClass)
{
UE_LOG(LogTemp, Warning, TEXT("UItemInstance::CreateFromRecord: %s returned no instance class"),
*Definition->GetName());
return nullptr;
}
UItemInstance* Instance = NewObject<UItemInstance>(Outer, InstanceClass);
Instance->ItemDefinition = Definition;
Instance->InstanceId = Record.InstanceId.IsValid() ? Record.InstanceId : FGuid::NewGuid();
Instance->ApplyState(Record.State);
return Instance;
}
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@@ -4,19 +4,55 @@
#include "UObject/Object.h"
#include "ItemInstance.generated.h"
class UItemDefinition;
struct FItemSaveRecord;
struct FInstancedStruct;
/**
* Base for per-instance mutable state carried inside FItemSaveRecord::State.
* Subclass per item type (see FClothingInstanceState, FSexToyInstanceState).
*/
USTRUCT()
struct NAKEDDESIRE_API FItemInstanceState
{
GENERATED_BODY()
};
UCLASS(Abstract)
class NAKEDDESIRE_API UItemInstance : public UObject
{
GENERATED_BODY()
public:
virtual void PostInitProperties() override;
virtual void PostDuplicate(EDuplicateMode::Type DuplicateMode) override;
FGuid GetInstanceId() const { return InstanceId; }
void SetInstanceId(FGuid InId);
UItemDefinition* GetItemDefinition() const { return ItemDefinition; }
void SetItemDefinition(UItemDefinition* InDefinition) { ItemDefinition = InDefinition; }
/** Serialize identity + definition + per-type state into a record. */
FItemSaveRecord ToSaveRecord() const;
/**
* Reconstruct the correct UItemInstance subclass from a saved record,
* driven by the definition's GetInstanceClass(). Returns nullptr if the
* definition fails to load.
*/
static UItemInstance* CreateFromRecord(UObject* Outer, const FItemSaveRecord& Record);
protected:
/** Override to pack this type's mutable state into OutState. */
virtual void CaptureState(FInstancedStruct& OutState) const {}
/** Override to restore this type's mutable state from InState. */
virtual void ApplyState(const FInstancedStruct& InState) {}
UPROPERTY(VisibleAnywhere, SaveGame, BlueprintReadOnly, Category = "Item", meta = (AllowPrivateAccess = "true"))
FGuid InstanceId;
};
UPROPERTY()
TObjectPtr<UItemDefinition> ItemDefinition;
};
@@ -1 +1,20 @@
#include "SexToyInstance.h"
#include "StructUtils/InstancedStruct.h"
void USexToyInstance::CaptureState(FInstancedStruct& OutState) const
{
FSexToyInstanceState State;
State.bActive = bActive;
State.Battery = Battery;
OutState.InitializeAs<FSexToyInstanceState>(State);
}
void USexToyInstance::ApplyState(const FInstancedStruct& InState)
{
if (const FSexToyInstanceState* State = InState.GetPtr<FSexToyInstanceState>())
{
bActive = State->bActive;
Battery = State->Battery;
}
}
+26 -8
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@@ -2,19 +2,37 @@
#include "CoreMinimal.h"
#include "ItemInstance.h"
#include "SexToyItem.h"
#include "SexToyInstance.generated.h"
class USexToyItem;
/** Per-instance mutable state for sex toys. */
USTRUCT()
struct FSexToyInstanceState : public FItemInstanceState
{
GENERATED_BODY()
UPROPERTY(SaveGame)
bool bActive = false;
UPROPERTY(SaveGame)
float Battery = 1.0f;
};
UCLASS()
class NAKEDDESIRE_API USexToyInstance : public UItemInstance
{
GENERATED_BODY()
public:
USexToyItem* GetSexToyItem() const { return SexToyItem; }
private:
UPROPERTY()
TObjectPtr<USexToyItem> SexToyItem;
};
USexToyItem* GetSexToyItem() const { return Cast<USexToyItem>(ItemDefinition); }
protected:
virtual void CaptureState(FInstancedStruct& OutState) const override;
virtual void ApplyState(const FInstancedStruct& InState) override;
UPROPERTY(BlueprintReadOnly, Category = "Sex Toy")
bool bActive = false;
UPROPERTY(BlueprintReadOnly, Category = "Sex Toy")
float Battery = 1.0f;
};
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@@ -1 +1,8 @@
#include "SexToyItem.h"
#include "SexToyInstance.h"
TSubclassOf<UItemInstance> USexToyItem::GetInstanceClass() const
{
return USexToyInstance::StaticClass();
}
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@@ -1,16 +1,18 @@
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "NakedDesire/Clothing/ClothingSlotType.h"
#include "NakedDesire/Items/ItemDefinition.h"
#include "SexToyItem.generated.h"
UCLASS()
class NAKEDDESIRE_API USexToyItem : public UPrimaryDataAsset
class NAKEDDESIRE_API USexToyItem : public UItemDefinition
{
GENERATED_BODY()
public:
virtual TSubclassOf<UItemInstance> GetInstanceClass() const override;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Sex Toy")
float LustModifier = 0.0f;