更新鱼获数据的存储读取
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ProjectFish/Content/UI/Fishing/Windows/UMG_ReadyWIndow.uasset
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ProjectFish/Content/UI/Fishing/Windows/UMG_ReadyWIndow.uasset
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "GameInfoManager.h"
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#include "Kismet/GameplayStatics.h"
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FString UGameInfoManager::SaveGameSlotName = TEXT("GameInfo");
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void UGameInfoManager::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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if (!LoadGameInfo())
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{
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UE_LOG(LogTemp, Warning, TEXT("本地存档不存在加载失败"));
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}
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}
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void UGameInfoManager::SaveGameInfo()
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{
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if (IsValid(PlayerInfo.Get()))
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{
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if (UGameplayStatics::SaveGameToSlot(PlayerInfo.Get(), SaveGameSlotName, 0))
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{
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UE_LOG(LogTemp, Warning, TEXT("存档保存成功"));
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}
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else
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{
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UE_LOG(LogTemp, Warning, TEXT("存档保存失败"));
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}
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}
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else
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{
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UE_LOG(LogTemp, Warning, TEXT("存档保存失败, PlayerInfo为空"));
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}
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}
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bool UGameInfoManager::LoadGameInfo()
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{
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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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}
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return false;
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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 "ProjectFish/Data/PlayerInfoSaveGame.h"
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#include "Subsystems/GameInstanceSubsystem.h"
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#include "GameInfoManager.generated.h"
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/**
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*
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*/
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UCLASS()
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class PROJECTFISH_API UGameInfoManager : public UGameInstanceSubsystem
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{
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GENERATED_BODY()
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public:
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virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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private:
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void SaveGameInfo();
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bool LoadGameInfo();
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protected:
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UPROPERTY(BlueprintReadOnly)
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TSoftObjectPtr<class UPlayerInfoSaveGame> PlayerInfo;
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static FString SaveGameSlotName;
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};
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