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c941024ecf
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b4faa6ce0c
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@ -3,9 +3,6 @@
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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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{
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return IsValid(AIAttackTokenManager) ? AIAttackTokenManager : (AIAttackTokenManager = NewObject<UNakatomiAIAttackTokenManager>(this, TEXT("AI Attack Token Manager")));
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@ -22,89 +19,3 @@ void UNakatomiGameInstance::SetCurrentLevelManager(UNakatomiLevelManager* NewLev
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{
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currentLevelManager = NewLevelManager;
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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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@ -6,8 +6,6 @@
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#include "Engine/GameInstance.h"
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#include "NakatomiAIAttackTokenManager.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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/**
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@ -27,9 +25,6 @@ private:
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UPROPERTY()
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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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UFUNCTION(BlueprintCallable)
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@ -40,19 +35,4 @@ public:
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UFUNCTION(BlueprintCallable)
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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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@ -3,25 +3,13 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "NakatomiSaveFileInfo.generated.h"
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/**
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*
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*/
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USTRUCT(BlueprintType)
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struct FNakatomiSaveFileInfo
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class NAKATOMI_API NakatomiSaveFileInfo
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Info")
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FString SaveSlotName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Info")
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FString PlayerName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Info")
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FString CurrentLevel;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Info")
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FString DateTimeSaved;
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public:
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NakatomiSaveFileInfo();
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~NakatomiSaveFileInfo();
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};
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@ -3,7 +3,6 @@
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#pragma once
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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 "NakatomiSaveGame.generated.h"
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@ -14,26 +13,5 @@ UCLASS()
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class NAKATOMI_API UNakatomiSaveGame : public USaveGame
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{
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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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