Integrated Tutorial Bounty and WIP Apartment Bounty using Save System
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@ -9,16 +9,23 @@
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@ -8,6 +8,7 @@
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#include "BountyClass.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedFirstCheckpoint);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedACheckpoint);
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UCLASS()
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class ENDLESSVENDETTA_API ABountyClass : public AActor
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@ -21,13 +22,11 @@ class ENDLESSVENDETTA_API ABountyClass : public AActor
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TArray<TSubclassOf<ACheckpointClass>> CheckpointsToSpawn;
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protected:
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// Has a Get Func, Used for Identifying if the Bounty has been Completed
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bool Completed = false;
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// Array of References to the Spawned in Checkpoints for this Bounty
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TArray<ACheckpointClass*> BountyCheckpoints;
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public:
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FCompletedACheckpoint CompletedACheckpoint;
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// ------------------- METHODS ---------------------------------
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@ -85,7 +84,7 @@ public:
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// ------ Getters for Bounty and Checkpoint Properties ------
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bool IsCompleted()
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{
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return Completed;
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return false;
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}
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FString GetBountyTitle()
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@ -0,0 +1,19 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FinalCheckpoint.h"
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#include "EndlessVendetta/EVGameInstance.h"
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#include "EndlessVendetta/Characters/BountyHunterCharacter.h"
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#include "Kismet/GameplayStatics.h"
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void AFinalCheckpoint::CompleteBounty()
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{
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetWorld()->GetGameInstance());
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if (!IsValid(GI)) return;
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GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave++;
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UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
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FName OpnWrldLvlName = FName(Cast<ABountyHunterCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->GetOpenWorldLevelName());
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UGameplayStatics::OpenLevel(GetWorld(), OpnWrldLvlName);
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "EndlessVendetta/BountySystem/CheckpointClass.h"
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#include "FinalCheckpoint.generated.h"
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/**
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*
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*/
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UCLASS()
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class ENDLESSVENDETTA_API AFinalCheckpoint : public ACheckpointClass
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{
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GENERATED_BODY()
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protected:
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// Increment and Save Current Main Bounty Index, as well as load Open World Level
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UFUNCTION(BlueprintCallable)
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void CompleteBounty();
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};
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@ -6,11 +6,29 @@
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void AMainBountyClass::IncrementBountyCheckpoint()
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{
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Super::IncrementBountyCheckpoint();
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FString TipToDisplay = "";
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if (!Completed) TipToDisplay = BountyCheckpoints[0]->GetCheckpointTip();
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Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI(TipToDisplay, Completed);
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CompletedACheckpoint.Broadcast();
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// FString TipToDisplay = "";
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// if (!Completed) TipToDisplay = BountyCheckpoints[0]->GetCheckpointTip();
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// Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI("", false);
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}
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void AMainBountyClass::SpawnOpenWorldCheckpoint()
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{
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if (!IsValid(OpenWorldCheckpointClass)) return;
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FActorSpawnParameters SpawnParameters;
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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FVector Loc = OpenWorldCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetLocation();
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FRotator Rot = OpenWorldCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetRotation().Rotator();
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OpenWorldcheckpoint = GetWorld()->SpawnActor<ACheckpointClass>(OpenWorldCheckpointClass, Loc, Rot, SpawnParameters);
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OpenWorldcheckpoint->SpawnWaypoint(BountyTitle);
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}
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void AMainBountyClass::SpawnAmmoDrops()
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{
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@ -20,8 +20,8 @@ class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass
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UPROPERTY(EditDefaultsOnly, Category = "Bounty")
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TSubclassOf<ACheckpointClass> OpenWorldCheckpointClass;
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// Only Function of this Checkpoint is to Guide the Player to the Bounty Start Area
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ACheckpointClass* OpenWorldCheckpointRef;
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// Used to Store Ref for Bounty Tracking Functionality
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ACheckpointClass* OpenWorldcheckpoint;
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protected:
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@ -34,19 +34,11 @@ private:
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void IncrementBountyCheckpoint() override;
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protected:
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// Sets completed to true when last checkpoint broadcasts completion
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UFUNCTION()
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void CompletedMainBounty()
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{
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Completed = true;
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}
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public:
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// Spawns the Single Checkpoint in the Open World for this Main Bounty
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void SpawnOpenWorldCheckpoint()
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{
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UE_LOG(LogTemp, Warning, TEXT("Spawning Open World Checkpoint"));
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}
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void SpawnOpenWorldCheckpoint();
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{
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Super::IncrementBountyCheckpoint();
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if (Completed)
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{
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CompletedSideBounty.Broadcast(FavoursEarnedForCompletion);
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}
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// Rework!!!!
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// if (Completed)
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// {
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// CompletedSideBounty.Broadcast(FavoursEarnedForCompletion);
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// }
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}
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void ASideBountyClass::DestroyCheckpoints()
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#include "EndlessVendetta/EVGameInstance.h"
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#include "Kismet/GameplayStatics.h"
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void ABountyHunterCharacter::SpawnBounties()
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void ABountyHunterCharacter::SpawnMainBounty()
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{
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UE_LOG(LogTemp, Warning, TEXT("Spawning Bounty..."));
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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if (!IsValid(GI->MainSaveGameInstanceRef)) return;
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if (!IsValid(GI->MainSaveGameInstanceRef))
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if (GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave > CurrentMainBountyIndex) CompleteCurrentMainBounty();
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if (MainBountyClasses.IsEmpty() || MainBountyClasses.Num() <= CurrentMainBountyIndex|| !IsValid(MainBountyClasses[CurrentMainBountyIndex]))
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{
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UE_LOG(LogTemp, Warning, TEXT("Main save Game Object isnt initialized in GI"));
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AllBountiesCompleted();
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return;
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}
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int TestNum = GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave;
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UE_LOG(LogTemp, Warning, TEXT("Current Index is set to....%d"), TestNum);
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GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave = 40;
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UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
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if (MainBountyClasses.IsEmpty() || !IsValid(MainBountyClasses[CurrentMainBountyIndex])) return;
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CurrentMainBounty = GetWorld()->SpawnActor<AMainBountyClass>(MainBountyClasses[CurrentMainBountyIndex]);
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const FAttachmentTransformRules AttachmentTransformRules(EAttachmentRule::SnapToTarget, true);
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AttachToComponent(GetRootComponent(), AttachmentTransformRules);
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@ -36,12 +28,19 @@ void ABountyHunterCharacter::SpawnBounties()
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void ABountyHunterCharacter::CompleteCurrentMainBounty()
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{
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// Collect rewards for bounty and move onto next
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UE_LOG(LogTemp, Warning, TEXT("Would be collecting reward for completing bounty and moving onto next if possible"));
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CurrentMainBountyIndex++;
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}
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void ABountyHunterCharacter::AllBountiesCompleted()
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{
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UE_LOG(LogTemp, Warning, TEXT("Game Completed!!!! No more Bounties left... or you forgot to set a bounty at one of the indexes oof"));
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}
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void ABountyHunterCharacter::BeginPlay()
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{
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if (UGameplayStatics::DoesSaveGameExist("MainSave", 0)) SpawnBounties();
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if (UGameplayStatics::DoesSaveGameExist("MainSave", 0)) SpawnMainBounty();
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Super::BeginPlay();
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}
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@ -22,7 +22,6 @@ class ENDLESSVENDETTA_API ABountyHunterCharacter : public AEndlessVendettaCharac
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TArray<TSubclassOf<AMainBountyClass>> MainBountyClasses;
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// Reference to the Currently Active Main Bounty
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UPROPERTY(VisibleAnywhere, Category = "Bounty Hunter")
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AMainBountyClass* CurrentMainBounty;
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// Index of Currently Active Main Bounty, Used for MainBountyClasses
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// ------------------- METHODS ---------------------------------
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private:
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// Spawns Current Main Bounty along with its Side Bounties, and spawns its appropriate CP's based on level
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UFUNCTION(BlueprintCallable, Category = "Bounty Hunter")
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void SpawnBounties();
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void SpawnMainBounty();
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// Checks if Player Completed Current Main Bounty, if so Collects Reward and Tries to Move onto Next Main Bounty
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UFUNCTION(BlueprintCallable, Category = "Bounty Hunter")
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// Collects Reward for Current Main Bounty and Increments the Main Bounty Index
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void CompleteCurrentMainBounty();
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// Replaces Normal Bounty Info UI with Unique Game Over UI
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void AllBountiesCompleted();
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protected:
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// Called When Player Spawns
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virtual void BeginPlay() override;
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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public:
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// Used by Final Checkpoint to always load the Level set as the Open Level in here
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FString GetOpenWorldLevelName()
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{
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return OpenWorldLevelName;
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}
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};
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{
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if (UGameplayStatics::DoesSaveGameExist("MainSave", 0)) UGameplayStatics::DeleteGameInSlot("MainSave", 0);
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UE_LOG(LogTemp, Warning, TEXT("Creating new save game instance"));
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MainSaveGameInstanceRef = Cast<UMainSaveGameClass>(UGameplayStatics::CreateSaveGameObject(UMainSaveGameClass::StaticClass()));
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MainSaveGameInstanceRef->CurrentMainBountyIndexSave = 20;
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MainSaveGameInstanceRef->CurrentMainBountyIndexSave = 0;
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UGameplayStatics::SaveGameToSlot(MainSaveGameInstanceRef, "MainSave", 0);
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}
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