// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Weapon.h" #include "GameFramework/SaveGame.h" #include "NakatomiSaveGame.generated.h" /** * */ UCLASS() class NAKATOMI_API UNakatomiSaveGame : public USaveGame { 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 WeaponInventory; UPROPERTY(VisibleAnywhere, Category = Player) TArray> ThrowableInventory; UPROPERTY(VisibleAnywhere, Category = Player) int CurrentInventorySlot = 0; UFUNCTION(BlueprintCallable) void ResetPlayerValuesToDefault() { PlayerHealth = 100.0f; } };