Files
Naked-Desire/Source/NakedDesire/Interactables/Wardrobe.cpp
T
2026-06-03 15:17:02 +03:00

107 lines
3.3 KiB
C++

// © 2025 Naked People Team. All Rights Reserved.
#include "Wardrobe.h"
#include "Components/BoxComponent.h"
#include "Components/WidgetComponent.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Global/NakedDesireHUD.h"
#include "NakedDesire/Inventory/InventorySubsystem.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
#include "NakedDesire/UI/GameLayoutWidget.h"
#define LOCTEXT_NAMESPACE "Wardrobe"
AWardrobe::AWardrobe()
{
ColliderComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("Collider"));
SetRootComponent(ColliderComponent);
// Trace-only: detected by the interaction LOS/focus line traces (ECC_Visibility),
// transparent to movement and physics.
ColliderComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
ColliderComponent->SetCollisionObjectType(ECC_WorldStatic);
ColliderComponent->SetCollisionResponseToAllChannels(ECR_Ignore);
ColliderComponent->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
MeshComponent->SetupAttachment(RootComponent);
// Movement blocker only: stops the character capsule (ECC_Pawn), but is invisible
// to line traces so it never occludes the interaction LOS check.
MeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
MeshComponent->SetCollisionObjectType(ECC_WorldStatic);
MeshComponent->SetCollisionResponseToAllChannels(ECR_Ignore);
MeshComponent->SetCollisionResponseToChannel(ECC_Pawn, ECR_Block);
InteractionHint = CreateDefaultSubobject<UWidgetComponent>(TEXT("Interaction Hint"));
InteractionHint->SetupAttachment(RootComponent);
}
void AWardrobe::Interact_Implementation(ANakedDesireCharacter* Player)
{
APlayerController* PC = Cast<APlayerController>(Player->GetController());
if (!PC)
return;
ANakedDesireHUD* HUD = Cast<ANakedDesireHUD>(PC->GetHUD());
if (!HUD)
return;
HUD->GetGameLayoutWidget()->OpenWardrobe();
}
void AWardrobe::AddItem(UClothingItemInstance* ClothingItemInstance)
{
if (UInventorySubsystem* Inventory = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<UInventorySubsystem>())
Inventory->AddToWardrobe(ClothingItemInstance);
}
void AWardrobe::RemoveItem(UClothingItemInstance* ClothingItemInstance)
{
if (UInventorySubsystem* Inventory = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<UInventorySubsystem>())
Inventory->RemoveFromWardrobe(ClothingItemInstance);
}
void AWardrobe::BeginPlay()
{
Super::BeginPlay();
InteractionHint->SetVisibility(false);
}
bool AWardrobe::CanInteract_Implementation(ANakedDesireCharacter* Player) const
{
return true;
}
FText AWardrobe::GetInteractionPrompt_Implementation() const
{
return LOCTEXT("WardrobePrompt", "Open wardrobe");
}
void AWardrobe::HideInteractionHint_Implementation()
{
ApplyOutline(false, 0);
InteractionHint->SetVisibility(false);
}
void AWardrobe::ShowInteractionFocusHint_Implementation()
{
ApplyOutline(true, 2);
InteractionHint->SetVisibility(true);
}
void AWardrobe::ShowInteractionProximityHint_Implementation()
{
ApplyOutline(true, 1);
InteractionHint->SetVisibility(false);
}
void AWardrobe::ApplyOutline(bool bEnabled, int32 StencilValue)
{
MeshComponent->SetRenderCustomDepth(bEnabled);
MeshComponent->SetCustomDepthStencilValue(StencilValue);
}
#undef LOCTEXT_NAMESPACE