Clothing system refactor
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@@ -8,7 +8,7 @@
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#include "ItemSaveRecord.h"
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#include "GlobalSaveGameData.generated.h"
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class UClothingItemInstance;
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class UItemInstance;
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UCLASS()
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class NAKEDDESIRE_API UGlobalSaveGameData : public USaveGame
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@@ -26,19 +26,20 @@ public:
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UPROPERTY(SaveGame)
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float Money = 0;
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FItemSaveRecord AddWardrobeItem(const UClothingItemInstance* ItemInstance);
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bool UpdateWardrobeItem(UClothingItemInstance* ItemInstance);
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bool RemoveWardrobeItem(UClothingItemInstance* ItemInstance);
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FItemSaveRecord AddWardrobeItem(const UItemInstance* ItemInstance);
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bool UpdateWardrobeItem(UItemInstance* ItemInstance);
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bool RemoveWardrobeItem(UItemInstance* ItemInstance);
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TArray<FItemSaveRecord> GetWardrobeItems() const { return WardrobeItems; }
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FItemSaveRecord AddEquippedItem(const UClothingItemInstance* ItemInstance);
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bool UpdateEquippedItem(UClothingItemInstance* ItemInstance);
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bool RemoveEquippedItem(UClothingItemInstance* ItemInstance);
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FItemSaveRecord AddEquippedItem(const UItemInstance* ItemInstance);
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void AddEquippedItem(const FItemSaveRecord& ItemRecord);
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bool UpdateEquippedItem(UItemInstance* ItemInstance);
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bool RemoveEquippedItem(UItemInstance* ItemInstance);
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TArray<FItemSaveRecord> GetEquippedItems() const { return EquippedItems; }
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FItemSaveRecord AddWorldItem(const UClothingItemInstance* ItemInstance, FTransform Transform);
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bool UpdateWorldItem(UClothingItemInstance* ItemInstance, FTransform Transform);
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bool RemoveWorldItem(UClothingItemInstance* ItemInstance);
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FItemSaveRecord AddWorldItem(const UItemInstance* ItemInstance, FTransform Transform);
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bool UpdateWorldItem(UItemInstance* ItemInstance, FTransform Transform);
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bool RemoveWorldItem(UItemInstance* ItemInstance);
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TArray<FItemSaveRecord> GetWorldItems() const { return WorldItems; }
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UPROPERTY(SaveGame)
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@@ -50,7 +51,7 @@ public:
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private:
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UPROPERTY(SaveGame)
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TArray<FItemSaveRecord> WardrobeItems;
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UPROPERTY(SaveGame)
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TArray<FItemSaveRecord> EquippedItems;
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