修改船舱的存档功能
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BIN
ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll
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@ -2,7 +2,7 @@
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"BuildId": "37670630",
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"Modules":
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{
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"ProjectFish": "UnrealEditor-ProjectFish.dll",
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"ProjectFishEditor": "UnrealEditor-ProjectFishEditor.dll"
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"ProjectFish": "UnrealEditor-ProjectFish-0001.dll",
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"ProjectFishEditor": "UnrealEditor-ProjectFishEditor-0001.dll"
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}
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}
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@ -2,6 +2,6 @@
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"BuildId": "37670630",
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"Modules":
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{
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"DeskMode": "UnrealEditor-DeskMode.dll"
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"DeskMode": "UnrealEditor-DeskMode-0001.dll"
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}
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}
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@ -39,6 +39,15 @@ bool UGameInfoManager::LoadGameInfo()
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if (UGameplayStatics::DoesSaveGameExist(SaveGameSlotName, 0))
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{
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PlayerInfo = Cast<UPlayerInfoSaveGame>(UGameplayStatics::LoadGameFromSlot(SaveGameSlotName, 0));
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return true;
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}
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return false;
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}
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void UGameInfoManager::CreateGameInfo(UContainerInfo* ShipContainer)
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{
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PlayerInfo = NewObject<UPlayerInfoSaveGame>(this);
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PlayerInfo->ShipContainer = ShipContainer;
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PlayerInfo->ShipLevel = 99;
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SaveGameInfo();
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}
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@ -17,11 +17,15 @@ class PROJECTFISH_API UGameInfoManager : public UGameInstanceSubsystem
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public:
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virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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private:
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protected:
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UFUNCTION(BlueprintCallable)
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void SaveGameInfo();
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UFUNCTION(BlueprintCallable)
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bool LoadGameInfo();
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UFUNCTION(BlueprintCallable)
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void CreateGameInfo(UContainerInfo* ShipContainer);
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protected:
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UPROPERTY(BlueprintReadOnly)
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TSoftObjectPtr<class UPlayerInfoSaveGame> PlayerInfo;
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TObjectPtr<class UPlayerInfoSaveGame> PlayerInfo;
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static FString SaveGameSlotName;
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};
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