Add Save functions to NakatomiGameInstance
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@ -3,6 +3,9 @@
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#include "NakatomiGameInstance.h"
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#include "NakatomiGameInstance.h"
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#include "PlayerCharacter.h"
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#include "Kismet/GameplayStatics.h"
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UNakatomiAIAttackTokenManager* UNakatomiGameInstance::GetAIAttackTokenManager()
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UNakatomiAIAttackTokenManager* UNakatomiGameInstance::GetAIAttackTokenManager()
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{
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{
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return IsValid(AIAttackTokenManager) ? AIAttackTokenManager : (AIAttackTokenManager = NewObject<UNakatomiAIAttackTokenManager>(this, TEXT("AI Attack Token Manager")));
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return IsValid(AIAttackTokenManager) ? AIAttackTokenManager : (AIAttackTokenManager = NewObject<UNakatomiAIAttackTokenManager>(this, TEXT("AI Attack Token Manager")));
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@ -19,3 +22,89 @@ void UNakatomiGameInstance::SetCurrentLevelManager(UNakatomiLevelManager* NewLev
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{
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{
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currentLevelManager = NewLevelManager;
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currentLevelManager = NewLevelManager;
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}
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}
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UNakatomiSaveGame* UNakatomiGameInstance::LoadGameFromSlot(FString SaveSlotName)
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{
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if (UNakatomiSaveGame* Save = Cast<UNakatomiSaveGame>(UGameplayStatics::LoadGameFromSlot(SaveSlotName, 0)))
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{
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SaveGameObject = Save;
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return SaveGameObject;
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}
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return nullptr;
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}
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bool UNakatomiGameInstance::SaveGame(bool ResetDefaults)
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{
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if (SaveGameObject == nullptr)
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{
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UE_LOG(LogTemp, Warning, TEXT("SaveGame called without a loaded save game object."));
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return false;
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}
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if (ResetDefaults)
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{
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SaveGameObject->ResetPlayerValuesToDefault();
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}
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else
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{
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APlayerCharacter* Player = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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SaveGameObject->PlayerHealth = Player->GetCurrentHealthCount();
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SaveGameObject->WeaponInventory = Player->WeaponInventory;
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SaveGameObject->CurrentInventorySlot = Player->GetCurrentInventorySlot();
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}
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SaveGameObject->LevelName = GetWorld()->GetMapName();
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SaveGameObject->LevelName.RemoveFromStart(GetWorld()->StreamingLevelsPrefix);
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return UGameplayStatics::SaveGameToSlot(SaveGameObject, SaveGameObject->PlayerName, 0);
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}
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UNakatomiSaveGame* UNakatomiGameInstance::GetSaveGameObject()
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{
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return SaveGameObject;
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}
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// TODO: This should either fail or append number if a save already exists with the same name
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UNakatomiSaveGame* UNakatomiGameInstance::CreateNewSaveGame(FString PlayerName)
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{
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if (UNakatomiSaveGame* Save = Cast<UNakatomiSaveGame>(
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UGameplayStatics::CreateSaveGameObject(UNakatomiSaveGame::StaticClass())))
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{
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SaveGameObject->PlayerName = PlayerName;
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if (UGameplayStatics::SaveGameToSlot(Save, PlayerName, 0))
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{
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SaveGameObject = Save;
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return SaveGameObject;
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}
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}
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return nullptr;
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}
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TArray<FNakatomiSaveFileInfo> UNakatomiGameInstance::GetAllSaveFilesFromDisk()
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{
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TArray<FNakatomiSaveFileInfo> Files;
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IFileManager& FileManager = IFileManager::Get();
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FString SavedGamesFolder = FString{FPaths::ProjectSavedDir()} + "SaveGames/";
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TArray<FString> FileNames;
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FileManager.FindFiles(FileNames, *SavedGamesFolder, TEXT("*.sav"));
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for (FString FileName : FileNames)
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{
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FileName.RemoveFromEnd(".sav");
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if (UNakatomiSaveGame* saveGameObject = Cast<UNakatomiSaveGame>(UGameplayStatics::LoadGameFromSlot(FileName, 0)))
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{
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Files.Add({FileName,
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saveGameObject->PlayerName,
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saveGameObject->LevelName,
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FileManager.GetTimeStamp(*(SavedGamesFolder + FileName + ".sav")).ToString()});
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}
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}
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return Files;
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}
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@ -6,6 +6,8 @@
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#include "Engine/GameInstance.h"
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#include "Engine/GameInstance.h"
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#include "NakatomiAIAttackTokenManager.h"
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#include "NakatomiAIAttackTokenManager.h"
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#include "NakatomiLevelManager.h"
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#include "NakatomiLevelManager.h"
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#include "NakatomiSaveFileInfo.h"
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#include "NakatomiSaveGame.h"
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#include "NakatomiGameInstance.generated.h"
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#include "NakatomiGameInstance.generated.h"
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/**
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/**
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@ -25,6 +27,9 @@ private:
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UPROPERTY()
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UPROPERTY()
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UNakatomiAIAttackTokenManager* AIAttackTokenManager;
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UNakatomiAIAttackTokenManager* AIAttackTokenManager;
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UPROPERTY()
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UNakatomiSaveGame* SaveGameObject = nullptr;
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public:
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public:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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@ -35,4 +40,19 @@ public:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void SetCurrentLevelManager(UNakatomiLevelManager* NewLevelManager);
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void SetCurrentLevelManager(UNakatomiLevelManager* NewLevelManager);
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UFUNCTION(BlueprintCallable)
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UNakatomiSaveGame* LoadGameFromSlot(FString SaveSlotName);
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UFUNCTION(BlueprintCallable)
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bool SaveGame(bool ResetDefaults);
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UFUNCTION(BlueprintCallable)
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UNakatomiSaveGame* GetSaveGameObject();
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UFUNCTION(BlueprintCallable)
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UNakatomiSaveGame* CreateNewSaveGame(FString PlayerName);
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UFUNCTION(BlueprintCallable)
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TArray<FNakatomiSaveFileInfo> GetAllSaveFilesFromDisk();
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};
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};
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