DRG-Femboy-Voice/Source/FSD/Public/ArmorVanityItem.h
2025-04-15 12:39:31 -07:00

67 lines
2.2 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "EArmorMeshType.h"
#include "TattooArmorItem.h"
#include "VanityItem.h"
#include "ArmorVanityItem.generated.h"
class AFSDPlayerState;
class UAnimInstance;
class UArmorMaterialVanityItem;
class UCharacterVanityComponent;
class UMaterialInterface;
class USkeletalMesh;
UCLASS(Blueprintable, EditInlineNew)
class UArmorVanityItem : public UVanityItem {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TMap<EArmorMeshType, TSoftObjectPtr<USkeletalMesh>> TPArmorMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TMap<EArmorMeshType, TSoftObjectPtr<USkeletalMesh>> FPArmorMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool AllowSleevelessUse;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftClassPtr<UAnimInstance> AnimInstance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool CropBeard;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ArmorThickness;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UMaterialInterface> MaterialOverride;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool CanOnlyUseDefaultArmorMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UArmorMaterialVanityItem* DefaultArmorMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FTattooArmorItem> Tattoos;
public:
UArmorVanityItem();
protected:
UFUNCTION(BlueprintCallable)
void SetNewArmorType(UCharacterVanityComponent* Gear);
public:
UFUNCTION(BlueprintCallable, BlueprintPure=false)
void PreviewArmor(AFSDPlayerState* PlayerState, bool Show, bool useDefaultArmorMaterial) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasSleevelessArmorType() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
EArmorMeshType GetFPMeshType() const;
};