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0e9a36f1c9
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a90d50afd7
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Content/UI/LoadGame/BP_SaveGameEntryTemplate.uasset (Stored with Git LFS)
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Content/UI/LoadGame/BP_SaveGameEntryTemplate.uasset (Stored with Git LFS)
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Content/UI/Pause/PauseMenu.uasset (Stored with Git LFS)
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Content/UI/Pause/PauseMenu.uasset (Stored with Git LFS)
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@ -29,7 +29,6 @@ void ALevelKeyPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, A
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if (auto gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld())))
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{
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gameInstance->GetCurrentLevelManager()->IncrementCollectedLevelKeys();
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gameInstance->SaveGame();
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}
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Super::OnOverlapBegin(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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@ -3,7 +3,6 @@
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#include "MainMenuUIWidget.h"
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#include "NakatomiGameInstance.h"
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#include "Blueprint/WidgetBlueprintLibrary.h"
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#include "Kismet/GameplayStatics.h"
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#include "UI/LoadGameUserWidget.h"
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@ -69,11 +68,9 @@ void UMainMenuUIWidget::NativeConstruct()
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void UMainMenuUIWidget::NewGameButtonOnClicked()
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{
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// TODO: Replace this is a menu to confirm the user wants to start a new game
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if (!NewGameLevel.IsNull())
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{
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UNakatomiGameInstance* gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld()));
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gameInstance->CreateNewSaveGame("test1");
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UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), NewGameLevel);
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}
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@ -4,8 +4,6 @@
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#include "NakatomiCharacter.h"
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#include "NakatomiCMC.h"
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#include "NakatomiGameInstance.h"
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#include "Kismet/GameplayStatics.h"
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// Sets default values
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ANakatomiCharacter::ANakatomiCharacter(const FObjectInitializer& ObjectInitializer) : Super(
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@ -32,15 +30,6 @@ void ANakatomiCharacter::BeginPlay()
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SetInventoryToDefault();
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NakatomiCMC = Cast<UNakatomiCMC>(GetCharacterMovement());
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if (UNakatomiGameInstance* gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld())))
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{
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if (UNakatomiSaveGame* Save = gameInstance->GetSaveGameObject())
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{
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//TODO: More loading here
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GetHealthComponent()->SetCurrentHealth(Save->PlayerHealth);
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}
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}
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}
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// Called every frame
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@ -71,7 +71,7 @@ UNakatomiSaveGame* UNakatomiGameInstance::CreateNewSaveGame(FString PlayerName)
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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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Save->PlayerName = PlayerName;
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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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@ -45,7 +45,7 @@ public:
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UNakatomiSaveGame* LoadGameFromSlot(FString SaveSlotName);
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UFUNCTION(BlueprintCallable)
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bool SaveGame(bool ResetDefaults = false);
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bool SaveGame(bool ResetDefaults);
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UFUNCTION(BlueprintCallable)
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UNakatomiSaveGame* GetSaveGameObject();
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@ -3,7 +3,6 @@
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#include "PauseUIWidget.h"
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#include "NakatomiGameInstance.h"
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#include "Blueprint/WidgetBlueprintLibrary.h"
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#include "Kismet/GameplayStatics.h"
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@ -106,12 +105,7 @@ void UPauseUIWidget::OptionsButtonOnClicked()
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void UPauseUIWidget::SaveButtonOnClicked()
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{
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UNakatomiGameInstance* gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld()));
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if (gameInstance->SaveGame())
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{
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PlayAnimation(SaveConfirmedAnimation, 0.0f, 1, EUMGSequencePlayMode::Forward, 1.0f);
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}
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// TODO: Implement Functionality
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}
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void UPauseUIWidget::QuitButtonOnClicked()
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@ -36,12 +36,6 @@ public:
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UTextBlock* SaveTextBlock;
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UTextBlock* SaveConfirmedTextBlock;
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UPROPERTY(Transient, meta = (BindWidgetAnim))
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UWidgetAnimation* SaveConfirmedAnimation;
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UButton* QuitButton;
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@ -3,10 +3,6 @@
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#include "../UI/SaveGameEntryUserWidget.h"
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#include "Blueprint/WidgetBlueprintLibrary.h"
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#include "Kismet/GameplayStatics.h"
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#include "Nakatomi/NakatomiGameInstance.h"
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void USaveGameEntryUserWidget::NativeConstruct()
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{
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Super::NativeConstruct();
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@ -34,17 +30,7 @@ void USaveGameEntryUserWidget::SetSaveInfo(FNakatomiSaveFileInfo SaveFile)
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void USaveGameEntryUserWidget::LoadSaveButtonOnClicked()
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{
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UNakatomiGameInstance* gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld()));
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UNakatomiSaveGame* Save = gameInstance->LoadGameFromSlot(SaveFileInfo.PlayerName);
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UGameplayStatics::OpenLevel(GetWorld(), FName(Save->LevelName));
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if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
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{
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PlayerController->bShowMouseCursor = false;
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UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
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}
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SetIsFocusable(false);
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// TODO: implement loading of stuff
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}
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void USaveGameEntryUserWidget::LoadSaveButtonHoveredDelegate()
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