Added Open World Tips

This commit is contained in:
Rafal Swierczek 2024-02-29 00:40:42 +00:00
parent da0b5b516e
commit 1022b794a9
10 changed files with 25 additions and 9 deletions

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@ -125,6 +125,12 @@ void ABountyHunterCharacter::BeginPlay()
SpawnMainBounty(GI);
if (UGameplayStatics::GetCurrentLevelName(GetWorld()) == OpenWorldLevelName)
{
if (GI->MainSaveGameInstanceRef->bFirstPlaythroughSave)
{
OpenWorldTips();
GI->MainSaveGameInstanceRef->bFirstPlaythroughSave = false;
UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
}
InOpenWorld = true;
SpawnBikeUI();
SpawnSideBounties(GI);

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@ -101,6 +101,9 @@ protected:
UFUNCTION(BlueprintImplementableEvent)
void BountyCompletedDisplay(int MoneyEarned, int FavoursEarned);
UFUNCTION(BlueprintImplementableEvent)
void OpenWorldTips();
public:
// Used by Final Checkpoint to always load the Level set as the Open Level in here
FString GetOpenWorldLevelName()

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@ -14,6 +14,7 @@ void UEVGameInstance::CreateNewSaveGameInstance()
MainSaveGameInstanceRef->LastMainBountyIndexInOpenWorld = 0;
MainSaveGameInstanceRef->MoneySave = 0;
MainSaveGameInstanceRef->FavourSave = 0;
MainSaveGameInstanceRef->bFirstPlaythroughSave = true;
UGameplayStatics::SaveGameToSlot(MainSaveGameInstanceRef, "MainSave", 0);
}

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@ -46,4 +46,7 @@ public:
UPROPERTY()
TSubclassOf<ACombatGadget> CombatClassSave;
UPROPERTY()
bool bFirstPlaythroughSave;
};