Compare commits
3 Commits
b4faa6ce0c
...
c941024ecf
Author | SHA1 | Date |
---|---|---|
baz | c941024ecf | |
baz | a3120e27f3 | |
baz | e475a6a365 |
|
@ -3,6 +3,9 @@
|
||||||
|
|
||||||
#include "NakatomiGameInstance.h"
|
#include "NakatomiGameInstance.h"
|
||||||
|
|
||||||
|
#include "PlayerCharacter.h"
|
||||||
|
#include "Kismet/GameplayStatics.h"
|
||||||
|
|
||||||
UNakatomiAIAttackTokenManager* UNakatomiGameInstance::GetAIAttackTokenManager()
|
UNakatomiAIAttackTokenManager* UNakatomiGameInstance::GetAIAttackTokenManager()
|
||||||
{
|
{
|
||||||
return IsValid(AIAttackTokenManager) ? AIAttackTokenManager : (AIAttackTokenManager = NewObject<UNakatomiAIAttackTokenManager>(this, TEXT("AI Attack Token Manager")));
|
return IsValid(AIAttackTokenManager) ? AIAttackTokenManager : (AIAttackTokenManager = NewObject<UNakatomiAIAttackTokenManager>(this, TEXT("AI Attack Token Manager")));
|
||||||
|
@ -19,3 +22,89 @@ void UNakatomiGameInstance::SetCurrentLevelManager(UNakatomiLevelManager* NewLev
|
||||||
{
|
{
|
||||||
currentLevelManager = NewLevelManager;
|
currentLevelManager = NewLevelManager;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
UNakatomiSaveGame* UNakatomiGameInstance::LoadGameFromSlot(FString SaveSlotName)
|
||||||
|
{
|
||||||
|
if (UNakatomiSaveGame* Save = Cast<UNakatomiSaveGame>(UGameplayStatics::LoadGameFromSlot(SaveSlotName, 0)))
|
||||||
|
{
|
||||||
|
SaveGameObject = Save;
|
||||||
|
return SaveGameObject;
|
||||||
|
}
|
||||||
|
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool UNakatomiGameInstance::SaveGame(bool ResetDefaults)
|
||||||
|
{
|
||||||
|
if (SaveGameObject == nullptr)
|
||||||
|
{
|
||||||
|
UE_LOG(LogTemp, Warning, TEXT("SaveGame called without a loaded save game object."));
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (ResetDefaults)
|
||||||
|
{
|
||||||
|
SaveGameObject->ResetPlayerValuesToDefault();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
APlayerCharacter* Player = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
|
||||||
|
SaveGameObject->PlayerHealth = Player->GetCurrentHealthCount();
|
||||||
|
SaveGameObject->WeaponInventory = Player->WeaponInventory;
|
||||||
|
SaveGameObject->CurrentInventorySlot = Player->GetCurrentInventorySlot();
|
||||||
|
}
|
||||||
|
|
||||||
|
SaveGameObject->LevelName = GetWorld()->GetMapName();
|
||||||
|
SaveGameObject->LevelName.RemoveFromStart(GetWorld()->StreamingLevelsPrefix);
|
||||||
|
|
||||||
|
return UGameplayStatics::SaveGameToSlot(SaveGameObject, SaveGameObject->PlayerName, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
UNakatomiSaveGame* UNakatomiGameInstance::GetSaveGameObject()
|
||||||
|
{
|
||||||
|
return SaveGameObject;
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: This should either fail or append number if a save already exists with the same name
|
||||||
|
UNakatomiSaveGame* UNakatomiGameInstance::CreateNewSaveGame(FString PlayerName)
|
||||||
|
{
|
||||||
|
if (UNakatomiSaveGame* Save = Cast<UNakatomiSaveGame>(
|
||||||
|
UGameplayStatics::CreateSaveGameObject(UNakatomiSaveGame::StaticClass())))
|
||||||
|
{
|
||||||
|
SaveGameObject->PlayerName = PlayerName;
|
||||||
|
|
||||||
|
if (UGameplayStatics::SaveGameToSlot(Save, PlayerName, 0))
|
||||||
|
{
|
||||||
|
SaveGameObject = Save;
|
||||||
|
return SaveGameObject;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
TArray<FNakatomiSaveFileInfo> UNakatomiGameInstance::GetAllSaveFilesFromDisk()
|
||||||
|
{
|
||||||
|
TArray<FNakatomiSaveFileInfo> Files;
|
||||||
|
|
||||||
|
IFileManager& FileManager = IFileManager::Get();
|
||||||
|
FString SavedGamesFolder = FString{FPaths::ProjectSavedDir()} + "SaveGames/";
|
||||||
|
|
||||||
|
TArray<FString> FileNames;
|
||||||
|
FileManager.FindFiles(FileNames, *SavedGamesFolder, TEXT("*.sav"));
|
||||||
|
|
||||||
|
for (FString FileName : FileNames)
|
||||||
|
{
|
||||||
|
FileName.RemoveFromEnd(".sav");
|
||||||
|
|
||||||
|
if (UNakatomiSaveGame* saveGameObject = Cast<UNakatomiSaveGame>(UGameplayStatics::LoadGameFromSlot(FileName, 0)))
|
||||||
|
{
|
||||||
|
Files.Add({FileName,
|
||||||
|
saveGameObject->PlayerName,
|
||||||
|
saveGameObject->LevelName,
|
||||||
|
FileManager.GetTimeStamp(*(SavedGamesFolder + FileName + ".sav")).ToString()});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return Files;
|
||||||
|
}
|
||||||
|
|
|
@ -6,6 +6,8 @@
|
||||||
#include "Engine/GameInstance.h"
|
#include "Engine/GameInstance.h"
|
||||||
#include "NakatomiAIAttackTokenManager.h"
|
#include "NakatomiAIAttackTokenManager.h"
|
||||||
#include "NakatomiLevelManager.h"
|
#include "NakatomiLevelManager.h"
|
||||||
|
#include "NakatomiSaveFileInfo.h"
|
||||||
|
#include "NakatomiSaveGame.h"
|
||||||
#include "NakatomiGameInstance.generated.h"
|
#include "NakatomiGameInstance.generated.h"
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -25,6 +27,9 @@ private:
|
||||||
UPROPERTY()
|
UPROPERTY()
|
||||||
UNakatomiAIAttackTokenManager* AIAttackTokenManager;
|
UNakatomiAIAttackTokenManager* AIAttackTokenManager;
|
||||||
|
|
||||||
|
UPROPERTY()
|
||||||
|
UNakatomiSaveGame* SaveGameObject = nullptr;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable)
|
UFUNCTION(BlueprintCallable)
|
||||||
|
@ -35,4 +40,19 @@ public:
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable)
|
UFUNCTION(BlueprintCallable)
|
||||||
void SetCurrentLevelManager(UNakatomiLevelManager* NewLevelManager);
|
void SetCurrentLevelManager(UNakatomiLevelManager* NewLevelManager);
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable)
|
||||||
|
UNakatomiSaveGame* LoadGameFromSlot(FString SaveSlotName);
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable)
|
||||||
|
bool SaveGame(bool ResetDefaults);
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable)
|
||||||
|
UNakatomiSaveGame* GetSaveGameObject();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable)
|
||||||
|
UNakatomiSaveGame* CreateNewSaveGame(FString PlayerName);
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable)
|
||||||
|
TArray<FNakatomiSaveFileInfo> GetAllSaveFilesFromDisk();
|
||||||
};
|
};
|
||||||
|
|
|
@ -3,13 +3,25 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "CoreMinimal.h"
|
#include "CoreMinimal.h"
|
||||||
|
#include "NakatomiSaveFileInfo.generated.h"
|
||||||
|
|
||||||
/**
|
/**
|
||||||
*
|
*
|
||||||
*/
|
*/
|
||||||
class NAKATOMI_API NakatomiSaveFileInfo
|
USTRUCT(BlueprintType)
|
||||||
|
struct FNakatomiSaveFileInfo
|
||||||
{
|
{
|
||||||
public:
|
GENERATED_BODY()
|
||||||
NakatomiSaveFileInfo();
|
|
||||||
~NakatomiSaveFileInfo();
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Info")
|
||||||
|
FString SaveSlotName;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Info")
|
||||||
|
FString PlayerName;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Info")
|
||||||
|
FString CurrentLevel;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Info")
|
||||||
|
FString DateTimeSaved;
|
||||||
};
|
};
|
||||||
|
|
|
@ -3,6 +3,7 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "CoreMinimal.h"
|
#include "CoreMinimal.h"
|
||||||
|
#include "Weapon.h"
|
||||||
#include "GameFramework/SaveGame.h"
|
#include "GameFramework/SaveGame.h"
|
||||||
#include "NakatomiSaveGame.generated.h"
|
#include "NakatomiSaveGame.generated.h"
|
||||||
|
|
||||||
|
@ -13,5 +14,26 @@ UCLASS()
|
||||||
class NAKATOMI_API UNakatomiSaveGame : public USaveGame
|
class NAKATOMI_API UNakatomiSaveGame : public USaveGame
|
||||||
{
|
{
|
||||||
GENERATED_BODY()
|
GENERATED_BODY()
|
||||||
|
|
||||||
|
public:
|
||||||
|
UPROPERTY(VisibleAnywhere, Category = Basic)
|
||||||
|
FString PlayerName = "Player Name";
|
||||||
|
|
||||||
|
UPROPERTY(VisibleAnywhere, Category = Level)
|
||||||
|
FString LevelName = "Level1";
|
||||||
|
|
||||||
|
UPROPERTY(VisibleAnywhere, Category = Player)
|
||||||
|
float PlayerHealth = 100.0f;
|
||||||
|
|
||||||
|
UPROPERTY(VisibleAnywhere, Category = Player)
|
||||||
|
TArray<AWeapon*> WeaponInventory;
|
||||||
|
|
||||||
|
UPROPERTY(VisibleAnywhere, Category = Player)
|
||||||
|
int CurrentInventorySlot = 0;
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable)
|
||||||
|
void ResetPlayerValuesToDefault()
|
||||||
|
{
|
||||||
|
PlayerHealth = 100.0f;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in New Issue