Added container slots
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@@ -3,15 +3,33 @@
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#pragma once
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#include "CoreMinimal.h"
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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/Player/PrivateBodyPartType.h"
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#include "NakedDesire/Progression/ProgressionPath.h"
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#include "ClothingItem.generated.h"
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/**
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*
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*/
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UENUM(BlueprintType)
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enum class EGarmentContainerSlotType : uint8
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{
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S UMETA(DisplayName = "Small"),
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M UMETA(DisplayName = "Medium"),
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L UMETA(DisplayName = "Large"),
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};
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USTRUCT(BlueprintType)
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struct NAKEDDESIRE_API FGarmentContainerSlot
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{
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GENERATED_BODY()
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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EGarmentContainerSlotType SlotType = EGarmentContainerSlotType::S;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (ClampMin = 1))
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int32 Count = 1;
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};
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UCLASS(BlueprintType)
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class NAKEDDESIRE_API UClothingItem : public UPrimaryDataAsset
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{
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@@ -50,4 +68,19 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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EProgressionPath ProgressionPath;
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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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bool IsRestrictive;
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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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bool IsUnderwear;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TArray<FGarmentContainerSlot> ContainerSlots;
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};
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@@ -20,4 +20,7 @@ public:
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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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UPROPERTY(BlueprintReadOnly, Category = "Clothing Item")
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TArray<TObjectPtr<UItemInstance>> StoredItems;
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};
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