Integrated Tutorial Bounty and WIP Apartment Bounty using Save System

This commit is contained in:
Rafal Swierczek 2024-02-01 15:32:43 +00:00
parent 486753b814
commit e205f7522c
22 changed files with 139 additions and 71 deletions

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@ -9,16 +9,23 @@
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@ -8,6 +8,7 @@
#include "BountyClass.generated.h" #include "BountyClass.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedFirstCheckpoint); DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedFirstCheckpoint);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedACheckpoint);
UCLASS() UCLASS()
class ENDLESSVENDETTA_API ABountyClass : public AActor class ENDLESSVENDETTA_API ABountyClass : public AActor
@ -21,13 +22,11 @@ class ENDLESSVENDETTA_API ABountyClass : public AActor
TArray<TSubclassOf<ACheckpointClass>> CheckpointsToSpawn; TArray<TSubclassOf<ACheckpointClass>> CheckpointsToSpawn;
protected: protected:
// Has a Get Func, Used for Identifying if the Bounty has been Completed
bool Completed = false;
// Array of References to the Spawned in Checkpoints for this Bounty // Array of References to the Spawned in Checkpoints for this Bounty
TArray<ACheckpointClass*> BountyCheckpoints; TArray<ACheckpointClass*> BountyCheckpoints;
public: public:
FCompletedACheckpoint CompletedACheckpoint;
// ------------------- METHODS --------------------------------- // ------------------- METHODS ---------------------------------
@ -85,7 +84,7 @@ public:
// ------ Getters for Bounty and Checkpoint Properties ------ // ------ Getters for Bounty and Checkpoint Properties ------
bool IsCompleted() bool IsCompleted()
{ {
return Completed; return false;
} }
FString GetBountyTitle() FString GetBountyTitle()

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@ -0,0 +1,19 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FinalCheckpoint.h"
#include "EndlessVendetta/EVGameInstance.h"
#include "EndlessVendetta/Characters/BountyHunterCharacter.h"
#include "Kismet/GameplayStatics.h"
void AFinalCheckpoint::CompleteBounty()
{
UEVGameInstance* GI = Cast<UEVGameInstance>(GetWorld()->GetGameInstance());
if (!IsValid(GI)) return;
GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave++;
UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
FName OpnWrldLvlName = FName(Cast<ABountyHunterCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->GetOpenWorldLevelName());
UGameplayStatics::OpenLevel(GetWorld(), OpnWrldLvlName);
}

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@ -0,0 +1,22 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "EndlessVendetta/BountySystem/CheckpointClass.h"
#include "FinalCheckpoint.generated.h"
/**
*
*/
UCLASS()
class ENDLESSVENDETTA_API AFinalCheckpoint : public ACheckpointClass
{
GENERATED_BODY()
protected:
// Increment and Save Current Main Bounty Index, as well as load Open World Level
UFUNCTION(BlueprintCallable)
void CompleteBounty();
};

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@ -6,13 +6,31 @@
void AMainBountyClass::IncrementBountyCheckpoint() void AMainBountyClass::IncrementBountyCheckpoint()
{ {
Super::IncrementBountyCheckpoint(); Super::IncrementBountyCheckpoint();
FString TipToDisplay = ""; CompletedACheckpoint.Broadcast();
if (!Completed) TipToDisplay = BountyCheckpoints[0]->GetCheckpointTip(); // FString TipToDisplay = "";
Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI(TipToDisplay, Completed); // if (!Completed) TipToDisplay = BountyCheckpoints[0]->GetCheckpointTip();
// Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI("", false);
}
void AMainBountyClass::SpawnOpenWorldCheckpoint()
{
if (!IsValid(OpenWorldCheckpointClass)) return;
FActorSpawnParameters SpawnParameters;
SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
FVector Loc = OpenWorldCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetLocation();
FRotator Rot = OpenWorldCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetRotation().Rotator();
OpenWorldcheckpoint = GetWorld()->SpawnActor<ACheckpointClass>(OpenWorldCheckpointClass, Loc, Rot, SpawnParameters);
OpenWorldcheckpoint->SpawnWaypoint(BountyTitle);
} }
void AMainBountyClass::SpawnAmmoDrops()
void AMainBountyClass::SpawnAmmoDrops()
{ {
UE_LOG(LogTemp, Display, TEXT("Bought Ammo Drops, but its not implemented yet")); UE_LOG(LogTemp, Display, TEXT("Bought Ammo Drops, but its not implemented yet"));
// FActorSpawnParameters SpawnParameters; // FActorSpawnParameters SpawnParameters;

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@ -20,8 +20,8 @@ class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass
UPROPERTY(EditDefaultsOnly, Category = "Bounty") UPROPERTY(EditDefaultsOnly, Category = "Bounty")
TSubclassOf<ACheckpointClass> OpenWorldCheckpointClass; TSubclassOf<ACheckpointClass> OpenWorldCheckpointClass;
// Only Function of this Checkpoint is to Guide the Player to the Bounty Start Area // Used to Store Ref for Bounty Tracking Functionality
ACheckpointClass* OpenWorldCheckpointRef; ACheckpointClass* OpenWorldcheckpoint;
protected: protected:
@ -34,19 +34,11 @@ private:
void IncrementBountyCheckpoint() override; void IncrementBountyCheckpoint() override;
protected: protected:
// Sets completed to true when last checkpoint broadcasts completion
UFUNCTION()
void CompletedMainBounty()
{
Completed = true;
}
public: public:
// Spawns the Single Checkpoint in the Open World for this Main Bounty // Spawns the Single Checkpoint in the Open World for this Main Bounty
void SpawnOpenWorldCheckpoint() void SpawnOpenWorldCheckpoint();
{
UE_LOG(LogTemp, Warning, TEXT("Spawning Open World Checkpoint"));
}

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@ -13,10 +13,12 @@ void ASideBountyClass::IncrementBountyCheckpoint()
{ {
Super::IncrementBountyCheckpoint(); Super::IncrementBountyCheckpoint();
if (Completed) // Rework!!!!
{
CompletedSideBounty.Broadcast(FavoursEarnedForCompletion); // if (Completed)
} // {
// CompletedSideBounty.Broadcast(FavoursEarnedForCompletion);
// }
} }
void ASideBountyClass::DestroyCheckpoints() void ASideBountyClass::DestroyCheckpoints()

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@ -6,27 +6,19 @@
#include "EndlessVendetta/EVGameInstance.h" #include "EndlessVendetta/EVGameInstance.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
void ABountyHunterCharacter::SpawnBounties() void ABountyHunterCharacter::SpawnMainBounty()
{ {
UE_LOG(LogTemp, Warning, TEXT("Spawning Bounty..."));
UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance()); UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
if (!IsValid(GI->MainSaveGameInstanceRef)) return;
if (!IsValid(GI->MainSaveGameInstanceRef)) if (GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave > CurrentMainBountyIndex) CompleteCurrentMainBounty();
if (MainBountyClasses.IsEmpty() || MainBountyClasses.Num() <= CurrentMainBountyIndex|| !IsValid(MainBountyClasses[CurrentMainBountyIndex]))
{ {
UE_LOG(LogTemp, Warning, TEXT("Main save Game Object isnt initialized in GI")); AllBountiesCompleted();
return; return;
} }
int TestNum = GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave;
UE_LOG(LogTemp, Warning, TEXT("Current Index is set to....%d"), TestNum);
GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave = 40;
UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
if (MainBountyClasses.IsEmpty() || !IsValid(MainBountyClasses[CurrentMainBountyIndex])) return;
CurrentMainBounty = GetWorld()->SpawnActor<AMainBountyClass>(MainBountyClasses[CurrentMainBountyIndex]); CurrentMainBounty = GetWorld()->SpawnActor<AMainBountyClass>(MainBountyClasses[CurrentMainBountyIndex]);
const FAttachmentTransformRules AttachmentTransformRules(EAttachmentRule::SnapToTarget, true); const FAttachmentTransformRules AttachmentTransformRules(EAttachmentRule::SnapToTarget, true);
AttachToComponent(GetRootComponent(), AttachmentTransformRules); AttachToComponent(GetRootComponent(), AttachmentTransformRules);
@ -36,12 +28,19 @@ void ABountyHunterCharacter::SpawnBounties()
void ABountyHunterCharacter::CompleteCurrentMainBounty() void ABountyHunterCharacter::CompleteCurrentMainBounty()
{ {
// Collect rewards for bounty and move onto next
UE_LOG(LogTemp, Warning, TEXT("Would be collecting reward for completing bounty and moving onto next if possible")); UE_LOG(LogTemp, Warning, TEXT("Would be collecting reward for completing bounty and moving onto next if possible"));
CurrentMainBountyIndex++;
}
void ABountyHunterCharacter::AllBountiesCompleted()
{
UE_LOG(LogTemp, Warning, TEXT("Game Completed!!!! No more Bounties left... or you forgot to set a bounty at one of the indexes oof"));
} }
void ABountyHunterCharacter::BeginPlay() void ABountyHunterCharacter::BeginPlay()
{ {
if (UGameplayStatics::DoesSaveGameExist("MainSave", 0)) SpawnBounties(); if (UGameplayStatics::DoesSaveGameExist("MainSave", 0)) SpawnMainBounty();
Super::BeginPlay(); Super::BeginPlay();
} }

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@ -22,7 +22,6 @@ class ENDLESSVENDETTA_API ABountyHunterCharacter : public AEndlessVendettaCharac
TArray<TSubclassOf<AMainBountyClass>> MainBountyClasses; TArray<TSubclassOf<AMainBountyClass>> MainBountyClasses;
// Reference to the Currently Active Main Bounty // Reference to the Currently Active Main Bounty
UPROPERTY(VisibleAnywhere, Category = "Bounty Hunter")
AMainBountyClass* CurrentMainBounty; AMainBountyClass* CurrentMainBounty;
// Index of Currently Active Main Bounty, Used for MainBountyClasses // Index of Currently Active Main Bounty, Used for MainBountyClasses
@ -40,13 +39,14 @@ public:
// ------------------- METHODS --------------------------------- // ------------------- METHODS ---------------------------------
private: private:
// Spawns Current Main Bounty along with its Side Bounties, and spawns its appropriate CP's based on level // Spawns Current Main Bounty along with its Side Bounties, and spawns its appropriate CP's based on level
UFUNCTION(BlueprintCallable, Category = "Bounty Hunter") void SpawnMainBounty();
void SpawnBounties();
// Checks if Player Completed Current Main Bounty, if so Collects Reward and Tries to Move onto Next Main Bounty // Collects Reward for Current Main Bounty and Increments the Main Bounty Index
UFUNCTION(BlueprintCallable, Category = "Bounty Hunter")
void CompleteCurrentMainBounty(); void CompleteCurrentMainBounty();
// Replaces Normal Bounty Info UI with Unique Game Over UI
void AllBountiesCompleted();
protected: protected:
// Called When Player Spawns // Called When Player Spawns
virtual void BeginPlay() override; virtual void BeginPlay() override;
@ -54,5 +54,10 @@ protected:
// Called every frame // Called every frame
virtual void Tick(float DeltaTime) override; virtual void Tick(float DeltaTime) override;
public: public:
// Used by Final Checkpoint to always load the Level set as the Open Level in here
FString GetOpenWorldLevelName()
{
return OpenWorldLevelName;
}
}; };

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@ -9,9 +9,8 @@ void UEVGameInstance::CreateNewSaveGameInstance()
{ {
if (UGameplayStatics::DoesSaveGameExist("MainSave", 0)) UGameplayStatics::DeleteGameInSlot("MainSave", 0); if (UGameplayStatics::DoesSaveGameExist("MainSave", 0)) UGameplayStatics::DeleteGameInSlot("MainSave", 0);
UE_LOG(LogTemp, Warning, TEXT("Creating new save game instance"));
MainSaveGameInstanceRef = Cast<UMainSaveGameClass>(UGameplayStatics::CreateSaveGameObject(UMainSaveGameClass::StaticClass())); MainSaveGameInstanceRef = Cast<UMainSaveGameClass>(UGameplayStatics::CreateSaveGameObject(UMainSaveGameClass::StaticClass()));
MainSaveGameInstanceRef->CurrentMainBountyIndexSave = 20; MainSaveGameInstanceRef->CurrentMainBountyIndexSave = 0;
UGameplayStatics::SaveGameToSlot(MainSaveGameInstanceRef, "MainSave", 0); UGameplayStatics::SaveGameToSlot(MainSaveGameInstanceRef, "MainSave", 0);
} }