Add SaveGameButton OnClick functionality
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								Content/UI/LoadGame/BP_SaveGameEntryTemplate.uasset
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								Content/UI/LoadGame/BP_SaveGameEntryTemplate.uasset
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								Content/UI/Pause/PauseMenu.uasset
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								Content/UI/Pause/PauseMenu.uasset
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							| @ -3,6 +3,7 @@ | |||||||
| 
 | 
 | ||||||
| #include "PauseUIWidget.h" | #include "PauseUIWidget.h" | ||||||
| 
 | 
 | ||||||
|  | #include "NakatomiGameInstance.h" | ||||||
| #include "Blueprint/WidgetBlueprintLibrary.h" | #include "Blueprint/WidgetBlueprintLibrary.h" | ||||||
| #include "Kismet/GameplayStatics.h" | #include "Kismet/GameplayStatics.h" | ||||||
| 
 | 
 | ||||||
| @ -105,7 +106,12 @@ void UPauseUIWidget::OptionsButtonOnClicked() | |||||||
| 
 | 
 | ||||||
| void UPauseUIWidget::SaveButtonOnClicked() | void UPauseUIWidget::SaveButtonOnClicked() | ||||||
| { | { | ||||||
| 	// TODO: Implement Functionality
 | 	UNakatomiGameInstance* gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld())); | ||||||
|  | 
 | ||||||
|  | 	if (gameInstance->SaveGame()) | ||||||
|  | 	{ | ||||||
|  | 		PlayAnimation(SaveConfirmedAnimation, 0.0f, 1, EUMGSequencePlayMode::Forward, 1.0f); | ||||||
|  | 	} | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void UPauseUIWidget::QuitButtonOnClicked() | void UPauseUIWidget::QuitButtonOnClicked() | ||||||
|  | |||||||
| @ -36,6 +36,12 @@ public: | |||||||
| 	UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) | 	UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) | ||||||
| 	UTextBlock* SaveTextBlock; | 	UTextBlock* SaveTextBlock; | ||||||
| 
 | 
 | ||||||
|  | 	UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) | ||||||
|  | 	UTextBlock* SaveConfirmedTextBlock; | ||||||
|  | 
 | ||||||
|  | 	UPROPERTY(Transient, meta = (BindWidgetAnim)) | ||||||
|  | 	UWidgetAnimation* SaveConfirmedAnimation; | ||||||
|  | 
 | ||||||
| 	UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) | 	UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) | ||||||
| 	UButton* QuitButton; | 	UButton* QuitButton; | ||||||
| 	 | 	 | ||||||
|  | |||||||
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