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

57 lines
1.9 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "EItemSkinType.h"
#include "SkinnableComponent.generated.h"
class AFSDPlayerState;
class UItemID;
class UItemSkin;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class FSD_API USkinnableComponent : public UActorComponent {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UItemSkin* EquippedSkinColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UItemSkin* EquippedSkinMesh;
public:
USkinnableComponent();
UFUNCTION(BlueprintCallable)
void UpdateSkin(AFSDPlayerState* Player);
protected:
UFUNCTION(BlueprintCallable)
void OnLoadoutChanged();
public:
UFUNCTION(BlueprintCallable)
static TArray<UItemSkin*> GetSkinsForItem(UItemID* ItemID, EItemSkinType skinType);
UFUNCTION(BlueprintCallable)
static UItemSkin* GetEquippedSkinMesh(UItemID* ItemID, AFSDPlayerState* Player);
UFUNCTION(BlueprintCallable)
static UItemSkin* GetEquippedSkinColor(UItemID* ItemID, AFSDPlayerState* Player);
UFUNCTION(BlueprintCallable)
static UItemSkin* GetEquippedSkin(UItemID* ItemID, EItemSkinType skinType, AFSDPlayerState* Player);
UFUNCTION(BlueprintCallable)
static TArray<UItemSkin*> GetEquippableColorSkins(UItemID* ItemID, AFSDPlayerState* Player);
UFUNCTION(BlueprintCallable, BlueprintPure)
static UItemSkin* GetDefaultItemSkin(UItemID* ItemID, EItemSkinType itemSkinType);
UFUNCTION(BlueprintCallable, BlueprintPure)
static UItemSkin* GetBaseColorSkinForMeshSkin(UItemID* ItemID, UItemSkin* meshSkin);
UFUNCTION(BlueprintCallable)
static void EquipSkin(UItemSkin* Skin, UItemID* ItemID, AFSDPlayerState* Player);
};