Added ClothingItemInstance and cleanup the project

This commit is contained in:
koritsa
2026-05-20 23:26:26 +03:00
committed by koritsa
parent 805931acab
commit f984d5199a
49 changed files with 252 additions and 391 deletions
+41 -50
View File
@@ -2,9 +2,9 @@
#include "ClothingManager.h"
#include "ClothingItemData.h"
#include "ClothingItem.h"
#include "ClothingItemInstance.h"
#include "GameFramework/Character.h"
#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
UClothingManager::UClothingManager()
{
@@ -15,7 +15,7 @@ bool UClothingManager::IsBodyTypeExposed(const EPrivateBodyPartType PrivateBodyP
{
for (const auto& ClothingSlot : ClothingSlots)
{
if (ClothingSlot.ClothingData && ClothingSlot.ClothingData->Info->CoveredBodyParts.Contains(PrivateBodyPartType))
if (ClothingSlot.ClothingItemInstance && ClothingSlot.ClothingItemInstance->GetClothingItem()->CoveredBodyParts.Contains(PrivateBodyPartType))
{
return false;
}
@@ -37,26 +37,26 @@ bool UClothingManager::GetClothingSlotData(const EClothingSlotType ClothingSlotT
return false;
}
void UClothingManager::SetClothingSlotItem(const EClothingSlotType ClothingSlotType, UClothingItemData* ClothingItem)
void UClothingManager::SetClothingSlotItem(const EClothingSlotType ClothingSlotType, UClothingItemInstance* ClothingItemInstance)
{
for (FClothingSlotData& ClothingSlot : ClothingSlots)
{
if (ClothingSlot.ClothingSlotType == ClothingSlotType)
{
ClothingSlot.ClothingData = ClothingItem;
ClothingSlot.ClothingItemInstance = ClothingItemInstance;
}
}
}
TArray<UClothingItemData*> UClothingManager::GetEquippedClothing()
TArray<UClothingItemInstance*> UClothingManager::GetEquippedClothing()
{
TArray<UClothingItemData*> EquippedClothingItems;
TArray<UClothingItemInstance*> EquippedClothingItems;
for (FClothingSlotData ClothingSlot : ClothingSlots)
{
if (ClothingSlot.ClothingData)
if (ClothingSlot.ClothingItemInstance)
{
EquippedClothingItems.Add(ClothingSlot.ClothingData);
EquippedClothingItems.Add(ClothingSlot.ClothingItemInstance);
}
}
@@ -65,110 +65,101 @@ TArray<UClothingItemData*> UClothingManager::GetEquippedClothing()
void UClothingManager::HydrateClothing(UGlobalSaveGameData* SaveGameData)
{
for (const FClothingItemSaveData& ClothingItemSaveData : SaveGameData->PlayerClothing)
{
UClothingItemData* ClothingItemData = UClothingItemData::CreateFromSaveData(ClothingItemSaveData);
PutOnClothing(ClothingItemData);
}
// for (const FClothingItemSaveData& ClothingItemSaveData : SaveGameData->PlayerClothing)
// {
// UClothingItemData* ClothingItemData = UClothingItemData::CreateFromSaveData(ClothingItemSaveData);
// PutOnClothing(ClothingItemData);
// }
}
float UClothingManager::GetHeelHeight()
{
if (FClothingSlotData ClothingSlotData; GetClothingSlotData(EClothingSlotType::Shoes, ClothingSlotData))
{
if (ClothingSlotData.ClothingData)
if (ClothingSlotData.ClothingItemInstance)
{
return ClothingSlotData.ClothingData->Info->ShoesOffset;
return ClothingSlotData.ClothingItemInstance->GetClothingItem()->ShoesOffset;
}
}
return 0;
}
void UClothingManager::PutOnClothing(UClothingItemData* ClothingData)
void UClothingManager::PutOnClothing(UClothingItemInstance* ClothingItemInstance)
{
if (!ClothingData)
{
if (!ClothingItemInstance)
return;
}
const EClothingSlotType ClothingSlotType = ClothingData->Info->SlotType;
const EClothingSlotType ClothingSlotType = ClothingItemInstance->GetClothingItem()->SlotType;
FClothingSlotData ClothingSlotData;
GetClothingSlotData(ClothingSlotType, ClothingSlotData);
ClothingSlotData.MeshComponent->SetSkeletalMesh(ClothingData->Info->SkeletalMesh);
if (!ClothingData->Info->Materials.IsEmpty())
ClothingSlotData.MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItem()->SkeletalMesh);
if (!ClothingItemInstance->GetClothingItem()->Materials.IsEmpty())
{
for (const TPair<FName, UMaterialInstance*>& Material : ClothingData->Info->Materials)
for (const TPair<FName, UMaterialInstance*>& Material : ClothingItemInstance->GetClothingItem()->Materials)
{
ClothingSlotData.MeshComponent->SetMaterialByName(Material.Key, Material.Value);
}
}
SetClothingSlotItem(ClothingSlotType, ClothingData);
if (ClothingData->Info->UseLeaderPose)
SetClothingSlotItem(ClothingSlotType, ClothingItemInstance);
if (ClothingItemInstance->GetClothingItem()->UseLeaderPose)
{
ClothingSlotData.MeshComponent->SetLeaderPoseComponent(Cast<ACharacter>(GetOwner())->GetMesh());
}
OnClothingEquip.Broadcast(ClothingData);
OnClothingEquip.Broadcast(ClothingItemInstance);
}
void UClothingManager::TakeClothing(UClothingItemData* ClothingData)
void UClothingManager::TakeClothing(UClothingItemInstance* ClothingItemInstance)
{
if (!ClothingData->Info)
{
return;
}
FClothingSlotData ClothingSlotData;
GetClothingSlotData(ClothingData->Info->SlotType, ClothingSlotData);
GetClothingSlotData(ClothingItemInstance->GetClothingItem()->SlotType, ClothingSlotData);
if (ClothingSlotData.ClothingData->Info)
if (ClothingSlotData.ClothingItemInstance->GetClothingItem())
{
DropClothing(ClothingData->Info->SlotType);
DropClothing(ClothingItemInstance->GetClothingItem()->SlotType);
}
ClothingSlotData.ClothingData = ClothingData;
ClothingSlotData.ClothingItemInstance = ClothingItemInstance;
PutOnClothing(ClothingData);
PutOnClothing(ClothingItemInstance);
}
UClothingItemData* UClothingManager::RemoveClothing(const EClothingSlotType ClothingSlotType)
UClothingItemInstance* UClothingManager::RemoveClothing(const EClothingSlotType ClothingSlotType)
{
FClothingSlotData ClothingSlotData;
if (!GetClothingSlotData(ClothingSlotType, ClothingSlotData) || !ClothingSlotData.ClothingData)
if (!GetClothingSlotData(ClothingSlotType, ClothingSlotData) || !ClothingSlotData.ClothingItemInstance)
{
UE_LOG(LogTemp, Error, TEXT("Couldn't find clothing slot"));
return nullptr;
}
UClothingItemData* ClothingData = ClothingSlotData.ClothingData;
UClothingItemInstance* ClothingItemInstance = ClothingSlotData.ClothingItemInstance;
SetClothingSlotItem(ClothingSlotType, nullptr);
USkeletalMeshComponent* MeshComponent = ClothingSlotData.MeshComponent;
MeshComponent->SetSkeletalMesh(nullptr);
if (ClothingData->Info->UseLeaderPose)
if (ClothingItemInstance->GetClothingItem()->UseLeaderPose)
{
ClothingSlotData.MeshComponent->SetLeaderPoseComponent(nullptr);
}
OnClothingUnequip.Broadcast(ClothingData);
OnClothingUnequip.Broadcast(ClothingItemInstance);
return ClothingData;
return ClothingItemInstance;
}
void UClothingManager::DropClothing(const EClothingSlotType ClothingType)
{
const UClothingItemData* ClothingData = RemoveClothing(ClothingType);
if (!ClothingData)
{
const UClothingItemInstance* ClothingItemInstance = RemoveClothing(ClothingType);
if (!ClothingItemInstance)
return;
}
OnClothingDropped.Broadcast(ClothingData);
OnClothingDropped.Broadcast(ClothingItemInstance);
}
bool UClothingManager::IsClothingTypeOn(const EClothingSlotType ClothingType)
@@ -176,7 +167,7 @@ bool UClothingManager::IsClothingTypeOn(const EClothingSlotType ClothingType)
FClothingSlotData ClothingSlotData;
GetClothingSlotData(ClothingType, ClothingSlotData);
const bool IsTypeOn = ClothingSlotData.ClothingData != nullptr;
const bool IsTypeOn = ClothingSlotData.ClothingItemInstance != nullptr;
return IsTypeOn;
}