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

101 lines
3.0 KiB
C++

// © 2025 Naked People Team. All Rights Reserved.
#include "ItemPickup.h"
#include "Components/BoxComponent.h"
#include "Components/WidgetComponent.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Clothing/ClothingItemDefinition.h"
#include "NakedDesire/Clothing/DroppedClothingSubsystem.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Clothing/ClothingManager.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
#include "NakedDesire/SaveGame/SaveSubsystem.h"
AItemPickup::AItemPickup()
{
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
SetRootComponent(Mesh);
Mesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
Collider = CreateDefaultSubobject<UBoxComponent>(TEXT("Collider"));
Collider->SetupAttachment(RootComponent);
Collider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
InteractionHint = CreateDefaultSubobject<UWidgetComponent>(TEXT("Interaction Hint"));
InteractionHint->SetupAttachment(RootComponent);
}
void AItemPickup::Interact_Implementation(ANakedDesireCharacter* Player)
{
if (ClothingItemInstance)
{
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
Player->ClothingManager->TakeClothing(ClothingItemInstance);
SaveSubsystem->GetCurrentSave()->RemoveWorldItem(ClothingItemInstance);
Destroy();
}
}
bool AItemPickup::CanInteract_Implementation(ANakedDesireCharacter* Player) const
{
return ClothingItemInstance != nullptr;
}
void AItemPickup::HideInteractionHint_Implementation()
{
ApplyOutline(Mesh, false, 0);
InteractionHint->SetVisibility(false);
}
void AItemPickup::ShowInteractionFocusHint_Implementation()
{
ApplyOutline(Mesh, true, 2);
InteractionHint->SetVisibility(true);
}
void AItemPickup::ShowInteractionProximityHint_Implementation()
{
ApplyOutline(Mesh, true, 1);
InteractionHint->SetVisibility(false);
}
void AItemPickup::BeginPlay()
{
Super::BeginPlay();
InteractionHint->SetVisibility(false);
if (UDroppedClothingSubsystem* Dropped = GetWorld()->GetSubsystem<UDroppedClothingSubsystem>())
Dropped->RegisterPickup(this);
}
void AItemPickup::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
if (UDroppedClothingSubsystem* Dropped = GetWorld()->GetSubsystem<UDroppedClothingSubsystem>())
Dropped->UnregisterPickup(this);
Super::EndPlay(EndPlayReason);
}
void AItemPickup::SetItem(UClothingItemInstance* InItem)
{
ClothingItemInstance = InItem;
Mesh->SetStaticMesh(InItem->GetClothingItemDefinition()->StaticMesh);
if (!InItem->GetClothingItemDefinition()->Materials.IsEmpty())
{
for (const TPair<FName, UMaterialInstance*>& Material : InItem->GetClothingItemDefinition()->Materials)
{
Mesh->SetMaterialByName(Material.Key, Material.Value);
}
}
}
void AItemPickup::ApplyOutline(UStaticMeshComponent* InMesh, bool bEnabled, int32 StencilValue)
{
InMesh->SetRenderCustomDepth(bEnabled);
InMesh->SetCustomDepthStencilValue(StencilValue);
}