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Naked-Desire/Source/NakedDesire/Inventory/InventorySubsystem.h
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2026-06-03 15:17:02 +03:00

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C++

// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "InventorySubsystem.generated.h"
class UItemInstance;
class UClothingManager;
class UGlobalSaveGameData;
class UPhoneItemInstance;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnWardrobeChangedSignature);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPhoneChangedSignature, UPhoneItemInstance*, Phone);
/**
* Runtime owner of the off-body item store (the apartment wardrobe, GDD §6.5 / §10.4).
*
* Holds live UItemInstance objects mirrored from UGlobalSaveGameData::WardrobeItems and is
* the single entry point for moving items between the wardrobe and the body. Equipped items
* stay owned by the per-character UClothingManager (it remains the body-state authority and
* keeps writing the EquippedItems bucket); this subsystem orchestrates the wardrobe<->equipped
* transfer so the two save buckets can never drift. Mutations broadcast OnWardrobeChanged so
* the wardrobe UI can refresh without polling.
*/
UCLASS()
class NAKEDDESIRE_API UInventorySubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FOnWardrobeChangedSignature OnWardrobeChanged;
// Fires when the phone slot changes; broadcasts the newly-equipped phone, or nullptr when emptied.
UPROPERTY(BlueprintAssignable)
FOnPhoneChangedSignature OnPhoneChanged;
/** Live wardrobe instances (off-body, mirrored from the save). */
const TArray<TObjectPtr<UItemInstance>>& GetWardrobeItems();
/** The phone occupying the dedicated phone slot (§6.5 / §9.9), or nullptr if none is equipped. */
UPhoneItemInstance* GetEquippedPhone();
/** Bring an item into the wardrobe (purchase, world-return). */
void AddToWardrobe(UItemInstance* Item);
/** Remove an item from the wardrobe without equipping it (discard). */
void RemoveFromWardrobe(UItemInstance* Item);
/** Move a stored item onto the body; any displaced garment returns to the wardrobe. */
void EquipFromWardrobe(UItemInstance* Item);
/** Take an equipped garment off the body and store it back in the wardrobe. */
void UnequipToWardrobe(UItemInstance* Item);
private:
void EnsureHydrated();
void StoreItem(UItemInstance* Item); // live list + save bucket, no broadcast
void UnstoreItem(UItemInstance* Item); // live list + save bucket, no broadcast
void EquipPhone(UPhoneItemInstance* Phone); // hot-swaps the previous phone back to the wardrobe
void UnequipPhone(UPhoneItemInstance* Phone); // stores the phone back in the wardrobe
UClothingManager* GetPlayerClothingManager() const;
UGlobalSaveGameData* GetSave() const;
UPROPERTY()
TArray<TObjectPtr<UItemInstance>> WardrobeItems;
UPROPERTY()
TObjectPtr<UPhoneItemInstance> EquippedPhone;
// The save the live list was built from; re-hydrate when this changes (e.g. load game).
TWeakObjectPtr<UGlobalSaveGameData> HydratedSave;
};