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Naked-Desire/Source/NakedDesire/Clothing/ClothingManager.cpp
T

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8.6 KiB
C++

// © 2025 Naked People Team. All Rights Reserved.
#include "ClothingManager.h"
#include "ClothingItem.h"
#include "ClothingItemInstance.h"
#include "GameFramework/Character.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
#include "NakedDesire/SaveGame/ItemSaveRecord.h"
#include "NakedDesire/SaveGame/SaveSubsystem.h"
UClothingManager::UClothingManager()
{
PrimaryComponentTick.bCanEverTick = false;
}
void UClothingManager::BeginPlay()
{
Super::BeginPlay();
HydrateClothing();
}
bool UClothingManager::IsBodyTypeExposed(const EBodyPart BodyPart)
{
for (const auto& ClothingSlot : ClothingSlots)
{
if (ClothingSlot.ClothingItemInstance) // TODO: Add covered body part resolution
{
return false;
}
}
return true;
}
bool UClothingManager::GetClothingSlotData(const EClothingSlotType ClothingSlotType, FClothingSlotData& OutClothingSlotData)
{
for (const auto& ClothingSlot : ClothingSlots)
{
if (ClothingSlot.ClothingSlotType == ClothingSlotType)
{
OutClothingSlotData = ClothingSlot;
return true;
}
}
return false;
}
void UClothingManager::SetClothingSlotItem(const EClothingSlotType ClothingSlotType, UClothingItemInstance* ClothingItemInstance)
{
for (FClothingSlotData& ClothingSlot : ClothingSlots)
{
if (ClothingSlot.ClothingSlotType == ClothingSlotType)
{
ClothingSlot.ClothingItemInstance = ClothingItemInstance;
}
}
}
TArray<UClothingItemInstance*> UClothingManager::GetEquippedClothing()
{
TArray<UClothingItemInstance*> EquippedClothingItems;
for (FClothingSlotData ClothingSlot : ClothingSlots)
{
if (ClothingSlot.ClothingItemInstance)
{
EquippedClothingItems.Add(ClothingSlot.ClothingItemInstance);
}
}
return EquippedClothingItems;
}
void UClothingManager::HydrateClothing()
{
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
for (const FItemSaveRecord& ItemSaveRecord : SaveSubsystem->GetCurrentSave()->EquippedItems)
{
UClothingItemInstance* ClothingItemInstance = UClothingItemInstance::CreateFromSave(this, ItemSaveRecord);
PutOnClothing(ClothingItemInstance);
}
}
float UClothingManager::GetHeelHeight()
{
if (FClothingSlotData ClothingSlotData; GetClothingSlotData(EClothingSlotType::Footwear, ClothingSlotData))
{
if (ClothingSlotData.ClothingItemInstance)
{
return ClothingSlotData.ClothingItemInstance->GetClothingItem()->ShoesOffset;
}
}
return 0;
}
USkeletalMeshComponent* UClothingManager::GetMeshComponent(const EClothingSlotType SlotType) const
{
const ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(GetOwner());
if (!Player)
{
return nullptr;
}
switch (SlotType)
{
case EClothingSlotType::Nipples: return Player->NipplesMeshComponent;
case EClothingSlotType::Anal: return Player->AnalMeshComponent;
case EClothingSlotType::Vagina: return Player->VaginaMeshComponent;
case EClothingSlotType::Head: return Player->HeadMeshComponent;
case EClothingSlotType::Neck: return Player->NeckMeshComponent;
case EClothingSlotType::Face: return Player->FaceMeshComponent;
case EClothingSlotType::Eyes: return Player->EyesMeshComponent;
case EClothingSlotType::Bodysuit: return Player->BodySuitMeshComponent;
case EClothingSlotType::Top: return Player->TopMeshComponent;
case EClothingSlotType::Bottom: return Player->BottomMeshComponent;
case EClothingSlotType::UnderwearTop: return Player->UnderwearTopMeshComponent;
case EClothingSlotType::UnderwearBottom:return Player->UnderwearBottomMeshComponent;
case EClothingSlotType::Socks: return Player->SocksMeshComponent;
case EClothingSlotType::Footwear: return Player->FootwearMeshComponent;
case EClothingSlotType::Outerwear: return Player->OuterwearMeshComponent;
case EClothingSlotType::WristRestraint: return Player->WristRestraintMeshComponent;
case EClothingSlotType::AnkleRestraint: return Player->AnkleRestraintMeshComponent;
case EClothingSlotType::NeckRestraint: return Player->NeckRestraintMeshComponent;
default: return nullptr;
}
}
void UClothingManager::PutOnClothing(UClothingItemInstance* ClothingItemInstance)
{
if (!ClothingItemInstance)
return;
const EClothingSlotType ClothingSlotType = ClothingItemInstance->GetClothingItem()->SlotType;
FClothingSlotData ClothingSlotData;
GetClothingSlotData(ClothingSlotType, ClothingSlotData);
USkeletalMeshComponent* MeshComponent = GetMeshComponent(ClothingSlotType);
MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItem()->SkeletalMesh);
if (!ClothingItemInstance->GetClothingItem()->Materials.IsEmpty())
{
for (const TPair<FName, UMaterialInstance*>& Material : ClothingItemInstance->GetClothingItem()->Materials)
{
MeshComponent->SetMaterialByName(Material.Key, Material.Value);
}
}
SetClothingSlotItem(ClothingSlotType, ClothingItemInstance);
if (ClothingItemInstance->GetClothingItem()->UseLeaderPose)
{
MeshComponent->SetLeaderPoseComponent(Cast<ACharacter>(GetOwner())->GetMesh());
}
UClothingItem* ClothingItem = ClothingItemInstance->GetClothingItem();
if (ClothingItem->SlotType == EClothingSlotType::Bodysuit)
{
DropClothing(EClothingSlotType::Top);
DropClothing(EClothingSlotType::Bottom);
DropClothing(EClothingSlotType::UnderwearTop);
DropClothing(EClothingSlotType::UnderwearBottom);
}
else if (ClothingItem->SlotType == EClothingSlotType::Top ||
ClothingItem->SlotType == EClothingSlotType::Bottom ||
ClothingItem->SlotType == EClothingSlotType::UnderwearTop ||
ClothingItem->SlotType == EClothingSlotType::UnderwearBottom)
{
DropClothing(EClothingSlotType::Bodysuit);
}
OnClothingEquip.Broadcast(ClothingItemInstance);
}
void UClothingManager::TakeClothing(UClothingItemInstance* ClothingItemInstance)
{
FClothingSlotData ClothingSlotData;
GetClothingSlotData(ClothingItemInstance->GetClothingItem()->SlotType, ClothingSlotData);
if (ClothingSlotData.ClothingItemInstance->GetClothingItem())
{
DropClothing(ClothingItemInstance->GetClothingItem()->SlotType);
}
ClothingSlotData.ClothingItemInstance = ClothingItemInstance;
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
FItemSaveRecord ItemSaveRecord;
ItemSaveRecord.Init(ClothingItemInstance);
SaveSubsystem->GetCurrentSave()->EquippedItems.Push(ItemSaveRecord);
SaveSubsystem->GetCurrentSave()->DroppedItems.RemoveAll([ClothingItemInstance](const FItemSaveRecord& Item)
{
return Item.InstanceId == ClothingItemInstance->GetInstanceId();
});
PutOnClothing(ClothingItemInstance);
}
UClothingItemInstance* UClothingManager::RemoveClothing(const EClothingSlotType ClothingSlotType)
{
FClothingSlotData ClothingSlotData;
if (!GetClothingSlotData(ClothingSlotType, ClothingSlotData) || !ClothingSlotData.ClothingItemInstance)
{
UE_LOG(LogTemp, Error, TEXT("Couldn't find clothing slot"));
return nullptr;
}
UClothingItemInstance* ClothingItemInstance = ClothingSlotData.ClothingItemInstance;
SetClothingSlotItem(ClothingSlotType, nullptr);
USkeletalMeshComponent* MeshComponent = GetMeshComponent(ClothingSlotType);
MeshComponent->SetSkeletalMesh(nullptr);
if (ClothingItemInstance->GetClothingItem()->UseLeaderPose)
{
MeshComponent->SetLeaderPoseComponent(nullptr);
}
OnClothingUnequip.Broadcast(ClothingItemInstance);
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
SaveSubsystem->GetCurrentSave()->EquippedItems.RemoveAll([ClothingItemInstance](const FItemSaveRecord& Item)
{
return Item.InstanceId == ClothingItemInstance->GetInstanceId();
});
return ClothingItemInstance;
}
void UClothingManager::DropClothing(const EClothingSlotType ClothingType)
{
const UClothingItemInstance* ClothingItemInstance = RemoveClothing(ClothingType);
if (!ClothingItemInstance)
return;
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
FItemSaveRecord ItemSaveRecord;
ItemSaveRecord.Init(ClothingItemInstance);
SaveSubsystem->GetCurrentSave()->DroppedItems.Push(ItemSaveRecord);
OnClothingDropped.Broadcast(ClothingItemInstance);
}
bool UClothingManager::IsClothingTypeOn(const EClothingSlotType ClothingType)
{
FClothingSlotData ClothingSlotData;
GetClothingSlotData(ClothingType, ClothingSlotData);
const bool IsTypeOn = ClothingSlotData.ClothingItemInstance != nullptr;
return IsTypeOn;
}
bool UClothingManager::IsPartiallyNaked()
{
return IsBodyTypeExposed(EBodyPart::Ass) || IsBodyTypeExposed(EBodyPart::Genitals) || IsBodyTypeExposed(EBodyPart::Boobs);
}