87 lines
2.3 KiB
C++
87 lines
2.3 KiB
C++
// © 2025 Naked People Team. All Rights Reserved.
|
|
|
|
|
|
#include "EquipmentSlotWidget.h"
|
|
#include "Kismet/GameplayStatics.h"
|
|
#include "NakedDesire/Clothing/ClothingItem.h"
|
|
#include "NakedDesire/Clothing/ClothingItemInstance.h"
|
|
#include "NakedDesire/Clothing/ClothingManager.h"
|
|
#include "NakedDesire/Clothing/ClothingSlotsData.h"
|
|
#include "NakedDesire/Player/NakedDesireCharacter.h"
|
|
|
|
void UEquipmentSlotWidget::SetItem(UClothingItemInstance* InItem)
|
|
{
|
|
ClothingItemInstance = InItem;
|
|
|
|
IconImage->SetBrushFromTexture(InItem->GetClothingItem()->Icon);
|
|
IconImage->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
|
|
PlaceholderImage->SetVisibility(ESlateVisibility::Hidden);
|
|
SetIsEnabled(true);
|
|
}
|
|
|
|
void UEquipmentSlotWidget::ClearItem()
|
|
{
|
|
ClothingItemInstance = nullptr;
|
|
|
|
IconImage->SetBrushFromTexture(nullptr);
|
|
IconImage->SetVisibility(ESlateVisibility::Hidden);
|
|
PlaceholderImage->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
|
|
SetIsEnabled(false);
|
|
}
|
|
|
|
void UEquipmentSlotWidget::NativeOnClicked()
|
|
{
|
|
Super::NativeOnClicked();
|
|
|
|
OnEquipmentSlotClicked.ExecuteIfBound(this);
|
|
}
|
|
|
|
void UEquipmentSlotWidget::NativePreConstruct()
|
|
{
|
|
Super::NativePreConstruct();
|
|
|
|
InitSlotVisuals();
|
|
}
|
|
|
|
void UEquipmentSlotWidget::OnClothingEquip(UClothingItemInstance* InClothingItemInstance)
|
|
{
|
|
if (InClothingItemInstance->GetClothingItem()->SlotType != SlotType)
|
|
return;
|
|
|
|
SetItem(InClothingItemInstance);
|
|
}
|
|
|
|
void UEquipmentSlotWidget::OnClothingUnequip(UClothingItemInstance* InClothingItemInstance)
|
|
{
|
|
if (InClothingItemInstance->GetClothingItem()->SlotType != SlotType)
|
|
return;
|
|
|
|
ClearItem();
|
|
}
|
|
|
|
void UEquipmentSlotWidget::InitSlotVisuals()
|
|
{
|
|
if (!ClothingSlotsData)
|
|
return;
|
|
|
|
const FClothingSlotData& SlotData = ClothingSlotsData->Slots[SlotType];
|
|
PlaceholderImage->SetBrushFromTexture(SlotData.Icon);
|
|
}
|
|
|
|
void UEquipmentSlotWidget::SetSlotType(const EClothingSlotType InSlotType)
|
|
{
|
|
SlotType = InSlotType;
|
|
|
|
InitSlotVisuals();
|
|
}
|
|
|
|
void UEquipmentSlotWidget::NativeConstruct()
|
|
{
|
|
Super::NativeConstruct();
|
|
|
|
const ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
|
|
|
|
Player->ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &UEquipmentSlotWidget::OnClothingEquip);
|
|
Player->ClothingManager->OnClothingUnequip.AddUniqueDynamic(this, &UEquipmentSlotWidget::OnClothingUnequip);
|
|
}
|