Added wardrobe

This commit is contained in:
2026-05-31 21:00:55 +03:00
parent 49310a992b
commit f94dce1bfb
39 changed files with 787 additions and 111 deletions
+1 -1
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@@ -114,4 +114,4 @@ void ABed::ApplyOutline(bool bEnabled, int32 StencilValue)
MeshComponent->SetCustomDepthStencilValue(StencilValue);
}
#undef LOCTEXT_NAMESPACE
#undef LOCTEXT_NAMESPACE
+87 -20
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@@ -2,38 +2,105 @@
#include "Wardrobe.h"
#include "Components/BoxComponent.h"
#include "Components/WidgetComponent.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
#include "NakedDesire/SaveGame/ItemSaveRecord.h"
#include "NakedDesire/SaveGame/SaveSubsystem.h"
#include "NakedDesire/Global/NakedDesireHUD.h"
#include "NakedDesire/Inventory/InventorySubsystem.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
#include "NakedDesire/UI/GameLayoutWidget.h"
#define LOCTEXT_NAMESPACE "Wardrobe"
AWardrobe::AWardrobe()
{
ColliderComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("Collider"));
SetRootComponent(ColliderComponent);
// Trace-only: detected by the interaction LOS/focus line traces (ECC_Visibility),
// transparent to movement and physics.
ColliderComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
ColliderComponent->SetCollisionObjectType(ECC_WorldStatic);
ColliderComponent->SetCollisionResponseToAllChannels(ECR_Ignore);
ColliderComponent->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
MeshComponent->SetupAttachment(RootComponent);
// Movement blocker only: stops the character capsule (ECC_Pawn), but is invisible
// to line traces so it never occludes the interaction LOS check.
MeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
MeshComponent->SetCollisionObjectType(ECC_WorldStatic);
MeshComponent->SetCollisionResponseToAllChannels(ECR_Ignore);
MeshComponent->SetCollisionResponseToChannel(ECC_Pawn, ECR_Block);
InteractionHint = CreateDefaultSubobject<UWidgetComponent>(TEXT("Interaction Hint"));
InteractionHint->SetupAttachment(RootComponent);
}
void AWardrobe::Interact_Implementation(ANakedDesireCharacter* Player)
{
APlayerController* PC = Cast<APlayerController>(Player->GetController());
if (!PC)
return;
ANakedDesireHUD* HUD = Cast<ANakedDesireHUD>(PC->GetHUD());
if (!HUD)
return;
HUD->GetGameLayoutWidget()->OpenWardrobe();
}
void AWardrobe::AddItem(UClothingItemInstance* ClothingItemInstance)
{
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
SaveSubsystem->GetCurrentSave()->AddWardrobeItem(ClothingItemInstance);
if (UInventorySubsystem* Inventory = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<UInventorySubsystem>())
Inventory->AddToWardrobe(ClothingItemInstance);
}
void AWardrobe::RemoveItem(UClothingItemInstance* ClothingItemInstance) const
void AWardrobe::RemoveItem(UClothingItemInstance* ClothingItemInstance)
{
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
SaveSubsystem->GetCurrentSave()->RemoveWardrobeItem(ClothingItemInstance);
if (UInventorySubsystem* Inventory = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<UInventorySubsystem>())
Inventory->RemoveFromWardrobe(ClothingItemInstance);
}
void AWardrobe::BeginPlay()
{
Super::BeginPlay();
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
UGlobalSaveGameData* SaveGame = SaveSubsystem->GetCurrentSave();
for (const FItemSaveRecord& ItemSaveRecord : SaveGame->GetWardrobeItems())
{
UClothingItemInstance* NewItemInstance = Cast<UClothingItemInstance>(UItemInstance::CreateFromRecord(this, ItemSaveRecord));
if (!NewItemInstance)
continue;
ClothingItems.Push(NewItemInstance);
}
InteractionHint->SetVisibility(false);
}
bool AWardrobe::CanInteract_Implementation(ANakedDesireCharacter* Player) const
{
return true;
}
FText AWardrobe::GetInteractionPrompt_Implementation() const
{
return LOCTEXT("WardrobePrompt", "Open wardrobe");
}
void AWardrobe::HideInteractionHint_Implementation()
{
ApplyOutline(false, 0);
InteractionHint->SetVisibility(false);
}
void AWardrobe::ShowInteractionFocusHint_Implementation()
{
ApplyOutline(true, 2);
InteractionHint->SetVisibility(true);
}
void AWardrobe::ShowInteractionProximityHint_Implementation()
{
ApplyOutline(true, 1);
InteractionHint->SetVisibility(false);
}
void AWardrobe::ApplyOutline(bool bEnabled, int32 StencilValue)
{
MeshComponent->SetRenderCustomDepth(bEnabled);
MeshComponent->SetCustomDepthStencilValue(StencilValue);
}
#undef LOCTEXT_NAMESPACE
+29 -6
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@@ -4,22 +4,45 @@
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "NakedDesire/Interaction/Interactable.h"
#include "Wardrobe.generated.h"
class UBoxComponent;
class UWidgetComponent;
class UClothingItemInstance;
// Apartment wardrobe fixture. The stored items live in UInventorySubsystem (the durable store is
// UGlobalSaveGameData::WardrobeItems); this actor is just the interaction point and forwards to it.
UCLASS(Blueprintable)
class NAKEDDESIRE_API AWardrobe : public AActor
class NAKEDDESIRE_API AWardrobe : public AActor, public IInteractable
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced)
TArray<TObjectPtr<UClothingItemInstance>> ClothingItems;
AWardrobe();
virtual void Interact_Implementation(ANakedDesireCharacter* Player) override;
virtual bool CanInteract_Implementation(ANakedDesireCharacter* Player) const override;
virtual FText GetInteractionPrompt_Implementation() const override;
virtual void HideInteractionHint_Implementation() override;
virtual void ShowInteractionFocusHint_Implementation() override;
virtual void ShowInteractionProximityHint_Implementation() override;
void AddItem(UClothingItemInstance* ClothingItemInstance);
void RemoveItem(UClothingItemInstance* ClothingItemInstance) const;
void RemoveItem(UClothingItemInstance* ClothingItemInstance);
protected:
virtual void BeginPlay() override;
};
private:
void ApplyOutline(bool bEnabled, int32 StencilValue);
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UStaticMeshComponent> MeshComponent;
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UBoxComponent> ColliderComponent;
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UWidgetComponent> InteractionHint;
};