Create LevelKeyPickup
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								Source/Nakatomi/LevelKeyPickup.cpp
									
									
									
									
									
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								Source/Nakatomi/LevelKeyPickup.cpp
									
									
									
									
									
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "LevelKeyPickup.h"
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#include "NakatomiGameInstance.h"
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#include "Kismet/GameplayStatics.h"
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void ALevelKeyPickup::BeginPlay()
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{
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	Super::BeginPlay();
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	if (auto gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld())))
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	{
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		gameInstance->GetCurrentLevelManager()->IncrementInitialLevelKeys();
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	}
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}
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void ALevelKeyPickup::Tick(float DeltaTime)
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{
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	Super::Tick(DeltaTime);
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}
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void ALevelKeyPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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	UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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	if (auto gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld())))
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	{
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		gameInstance->GetCurrentLevelManager()->IncrementInitialLevelKeys();
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	}
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	Super::OnOverlapBegin(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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}
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								Source/Nakatomi/LevelKeyPickup.h
									
									
									
									
									
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								Source/Nakatomi/LevelKeyPickup.h
									
									
									
									
									
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Pickup.h"
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#include "LevelKeyPickup.generated.h"
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/**
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 * 
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 */
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UCLASS()
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class NAKATOMI_API ALevelKeyPickup : public APickup
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{
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	GENERATED_BODY()
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protected:
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	virtual void BeginPlay() override;
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public:
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	virtual void Tick(float DeltaTime) override;
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	virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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		UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) override;
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};
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@ -10,14 +10,9 @@ UNakatomiAIAttackTokenManager* UNakatomiGameInstance::GetAIAttackTokenManager()
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UNakatomiLevelManager* UNakatomiGameInstance::GetCurrentLevelManager()
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{
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	if (IsValid(currentLevelManager))
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	{
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		return currentLevelManager;
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	}
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	UE_LOG(LogTemp, Warning, TEXT("No Level manager set."))
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	return nullptr;
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	return IsValid(currentLevelManager)
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		       ? currentLevelManager
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		       : currentLevelManager = NewObject<UNakatomiLevelManager>(this, TEXT("Level Manager"));
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}
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void UNakatomiGameInstance::SetCurrentLevelManager(UNakatomiLevelManager* NewLevelManager)
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@ -26,3 +26,13 @@ void UNakatomiLevelManager::LoadNextLevel()
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		UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), NextLevel);	
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	}
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}
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void UNakatomiLevelManager::IncrementInitialLevelKeys()
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{
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	LevelKeys++;
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}
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void UNakatomiLevelManager::IncrementCollectedLevelKeys()
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{
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	CollectedLevelKeys++;
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}
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@ -19,11 +19,20 @@ private:
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	UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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	TSoftObjectPtr<UWorld> NextLevel;
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public:
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	int LevelKeys = 0;
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	int CollectedLevelKeys = 0;
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public:
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	UFUNCTION()
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	void LoadNextLevel();
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	UFUNCTION()
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	void IncrementInitialLevelKeys();
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	UFUNCTION()
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	void IncrementCollectedLevelKeys();
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private:
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	UFUNCTION()
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