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Naked-Desire/Source/NakedDesire/Clothing/ClothingVisualsComponent.h
T
2026-06-03 15:16:46 +03:00

56 lines
1.8 KiB
C++

// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "ClothingSlotType.h"
#include "ClothingVisualsComponent.generated.h"
class UClothingManager;
class UClothingItemInstance;
class USkeletalMeshComponent;
/**
* Renders equipped clothing by lazily spawning one skeletal mesh component per
* occupied slot, parented to a target body mesh. Reacts to a UClothingManager's
* equip/unequip events, so the character, mirror impostor, and cinematic double
* share one implementation instead of hand-maintained per-slot components.
*/
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class NAKEDDESIRE_API UClothingVisualsComponent : public UActorComponent
{
GENERATED_BODY()
public:
UClothingVisualsComponent();
/**
* Bind to a clothing manager and a body mesh (the leader-pose source and
* attach parent for spawned slot meshes), then apply the current equipped set.
* Call after the manager has hydrated (e.g. owning actor's BeginPlay).
*/
void Initialize(USkeletalMeshComponent* InBodyMesh, UClothingManager* InClothingManager);
void Apply(const UClothingItemInstance* ClothingItemInstance);
void ClearSlot(EClothingSlotType SlotType);
private:
UFUNCTION()
void HandleClothingEquip(UClothingItemInstance* ClothingItemInstance);
UFUNCTION()
void HandleClothingUnequip(UClothingItemInstance* ClothingItemInstance);
/** Returns the slot's mesh component, creating + attaching it on first use. */
USkeletalMeshComponent* GetOrCreateSlotMesh(EClothingSlotType SlotType);
UPROPERTY()
TObjectPtr<USkeletalMeshComponent> BodyMesh;
UPROPERTY()
TObjectPtr<UClothingManager> ClothingManager;
UPROPERTY()
TMap<EClothingSlotType, TObjectPtr<USkeletalMeshComponent>> SlotMeshes;
};