56 lines
1.7 KiB
C++
56 lines
1.7 KiB
C++
// 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 "ContainerInfo.h"
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#include "GameFramework/SaveGame.h"
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#include "ProjectFish/Definations.h"
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#include "ProjectFish/Quest/QuestTypes.h"
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#include "PlayerInfoSaveGame.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 UPlayerInfoSaveGame : public USaveGame
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{
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GENERATED_BODY()
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public:
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UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "船只资源"))
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FPrimaryAssetId ShipAssetID;
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UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "船只等级"))
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int32 ShipLevel;
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// 船舱容器形状资源ID
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UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "船舱容器形状"))
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FPrimaryAssetId ShipContainerShapeID;
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// 船舱物品存档数据
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UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "船舱物品数据"))
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TArray<FContainerItemSaveData> ShipContainerItems;
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UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "仓库资源"))
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FPrimaryAssetId PlayerContainerAssetID;
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UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "仓库等级"))
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int32 PlayerContainerLevel;
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// 玩家仓库容器形状资源ID
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UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "玩家仓库容器形状"))
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FPrimaryAssetId PlayerContainerShapeID;
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// 玩家仓库物品存档数据
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UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "玩家仓库物品数据"))
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TArray<FContainerItemSaveData> PlayerContainerItems;
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// 任务存档数据
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UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "任务存档数据"))
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TArray<FQuestSaveData> QuestSaveData;
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//已战胜的鱼
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UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "被击败的鱼"))
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TArray<int32> Fish_defeated_IDS;
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};
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