56 lines
1.7 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "ContainerInfo.h"
#include "GameFramework/SaveGame.h"
#include "ProjectFish/Definations.h"
#include "ProjectFish/Quest/QuestTypes.h"
#include "PlayerInfoSaveGame.generated.h"
/**
*
*/
UCLASS()
class PROJECTFISH_API UPlayerInfoSaveGame : public USaveGame
{
GENERATED_BODY()
public:
UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "船只资源"))
FPrimaryAssetId ShipAssetID;
UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "船只等级"))
int32 ShipLevel;
// 船舱容器形状资源ID
UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "船舱容器形状"))
FPrimaryAssetId ShipContainerShapeID;
// 船舱物品存档数据
UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "船舱物品数据"))
TArray<FContainerItemSaveData> ShipContainerItems;
UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "仓库资源"))
FPrimaryAssetId PlayerContainerAssetID;
UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "仓库等级"))
int32 PlayerContainerLevel;
// 玩家仓库容器形状资源ID
UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "玩家仓库容器形状"))
FPrimaryAssetId PlayerContainerShapeID;
// 玩家仓库物品存档数据
UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "玩家仓库物品数据"))
TArray<FContainerItemSaveData> PlayerContainerItems;
// 任务存档数据
UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "任务存档数据"))
TArray<FQuestSaveData> QuestSaveData;
//已战胜的鱼
UPROPERTY(SaveGame, BlueprintReadWrite, meta = (ToolTip = "被击败的鱼"))
TArray<int32> Fish_defeated_IDS;
};