Create NakatomiSaveGame class
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@ -3,6 +3,7 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "Weapon.h"
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#include "GameFramework/SaveGame.h"
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#include "GameFramework/SaveGame.h"
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#include "NakatomiSaveGame.generated.h"
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#include "NakatomiSaveGame.generated.h"
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@ -13,5 +14,26 @@ UCLASS()
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class NAKATOMI_API UNakatomiSaveGame : public USaveGame
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class NAKATOMI_API UNakatomiSaveGame : public USaveGame
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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UPROPERTY(VisibleAnywhere, Category = Basic)
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FString PlayerName = "Player Name";
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UPROPERTY(VisibleAnywhere, Category = Level)
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FString LevelName = "Level1";
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UPROPERTY(VisibleAnywhere, Category = Player)
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float PlayerHealth = 100.0f;
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UPROPERTY(VisibleAnywhere, Category = Player)
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TArray<AWeapon*> WeaponInventory;
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UPROPERTY(VisibleAnywhere, Category = Player)
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int CurrentInventorySlot = 0;
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UFUNCTION(BlueprintCallable)
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void ResetPlayerValuesToDefault()
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{
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PlayerHealth = 100.0f;
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}
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};
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};
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