Add SaveGameEntry OnClick functionality
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				| @ -3,6 +3,10 @@ | |||||||
| 
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| #include "../UI/SaveGameEntryUserWidget.h" | #include "../UI/SaveGameEntryUserWidget.h" | ||||||
| 
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|  | #include "Blueprint/WidgetBlueprintLibrary.h" | ||||||
|  | #include "Kismet/GameplayStatics.h" | ||||||
|  | #include "Nakatomi/NakatomiGameInstance.h" | ||||||
|  | 
 | ||||||
| void USaveGameEntryUserWidget::NativeConstruct() | void USaveGameEntryUserWidget::NativeConstruct() | ||||||
| { | { | ||||||
| 	Super::NativeConstruct(); | 	Super::NativeConstruct(); | ||||||
| @ -30,7 +34,17 @@ void USaveGameEntryUserWidget::SetSaveInfo(FNakatomiSaveFileInfo SaveFile) | |||||||
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 | ||||||
| void USaveGameEntryUserWidget::LoadSaveButtonOnClicked() | void USaveGameEntryUserWidget::LoadSaveButtonOnClicked() | ||||||
| { | { | ||||||
| 	// TODO: implement loading of stuff
 | 	UNakatomiGameInstance* gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld())); | ||||||
|  | 	UNakatomiSaveGame* Save = gameInstance->LoadGameFromSlot(SaveFileInfo.PlayerName); | ||||||
|  | 	UGameplayStatics::OpenLevel(GetWorld(), FName(Save->LevelName)); | ||||||
|  | 
 | ||||||
|  | 	if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0)) | ||||||
|  | 	{ | ||||||
|  | 		PlayerController->bShowMouseCursor = false; | ||||||
|  | 		UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	SetIsFocusable(false); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void USaveGameEntryUserWidget::LoadSaveButtonHoveredDelegate() | void USaveGameEntryUserWidget::LoadSaveButtonHoveredDelegate() | ||||||
|  | |||||||
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