Resolve Money duplication between ANakedDesireCharacter and UGlobalSaveGameData
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@@ -5,4 +5,5 @@
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#define SLOT_NAME "Slot2"
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#define SLOT_PLAYER 0
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#define IS_DEMO false
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#define STARTING_MONEY 1000
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@@ -154,6 +154,11 @@ void ANakedDesireCharacter::BeginPlay()
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UGlobalSaveGameData* SaveGameData = UGlobalSaveGameData::LoadOrCreateSaveGame(DefaultPlayerClothing, DefaultWardrobeClothing);
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if (SaveGameData)
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{
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Money = FMath::RoundToInt(SaveGameData->Money);
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}
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SetupClothingSlots();
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ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &ANakedDesireCharacter::OnClothingEquip);
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@@ -136,7 +136,7 @@ public:
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float RunSpeed = 500.0f;
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UPROPERTY(BlueprintReadWrite)
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int Money = 300000;
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int Money = 0;
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int XP = 0;
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@@ -8,7 +8,7 @@
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#include "NakedDesire/Clothing/ClothingItemData.h"
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#include "NakedDesire/Clothing/ClothingList.h"
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UGlobalSaveGameData* UGlobalSaveGameData::CreateNewSaveGame(TArray<UClothingItemData*> CurrentWardrobeClothing, TArray<UClothingItemData*> CurrentPlayerClothing)
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UGlobalSaveGameData* UGlobalSaveGameData::CreateNewSaveGame(TArray<UClothingItemData*> CurrentWardrobeClothing, TArray<UClothingItemData*> CurrentPlayerClothing, float InMoney)
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{
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UGlobalSaveGameData* NewSave = Cast<UGlobalSaveGameData>(
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UGameplayStatics::CreateSaveGameObject(UGlobalSaveGameData::StaticClass())
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@@ -19,11 +19,13 @@ UGlobalSaveGameData* UGlobalSaveGameData::CreateNewSaveGame(TArray<UClothingItem
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return nullptr;
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}
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NewSave->Money = InMoney;
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for (const UClothingItemData* Item : CurrentWardrobeClothing)
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{
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NewSave->WardrobeClothing.Add(Item->ToSaveData());
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}
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for (const UClothingItemData* Item : CurrentPlayerClothing)
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{
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NewSave->PlayerClothing.Add(Item->ToSaveData());
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@@ -44,7 +46,7 @@ UGlobalSaveGameData* UGlobalSaveGameData::LoadOrCreateSaveGame(UClothingList* De
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UGlobalSaveGameData* NewSave = nullptr;
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if (DefaultWardrobeClothing && DefaultPlayerClothing)
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{
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NewSave = CreateNewSaveGame(DefaultWardrobeClothing->ClothingItems, DefaultPlayerClothing->ClothingItems);
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NewSave = CreateNewSaveGame(DefaultWardrobeClothing->ClothingItems, DefaultPlayerClothing->ClothingItems, STARTING_MONEY);
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}
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if (NewSave)
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@@ -56,11 +58,11 @@ UGlobalSaveGameData* UGlobalSaveGameData::LoadOrCreateSaveGame(UClothingList* De
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}
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bool UGlobalSaveGameData::SaveGame(const TArray<UClothingItemData*> CurrentWardrobeClothing,
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const TArray<UClothingItemData*> CurrentPlayerClothing)
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const TArray<UClothingItemData*> CurrentPlayerClothing, int32 Money)
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{
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if (UGlobalSaveGameData* SaveGame = CreateNewSaveGame(CurrentWardrobeClothing, CurrentPlayerClothing))
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if (UGlobalSaveGameData* Save = CreateNewSaveGame(CurrentWardrobeClothing, CurrentPlayerClothing, (float)Money))
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{
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return UGameplayStatics::SaveGameToSlot(SaveGame, SLOT_NAME, SLOT_PLAYER);
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return UGameplayStatics::SaveGameToSlot(Save, SLOT_NAME, SLOT_PLAYER);
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}
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return false;
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@@ -34,8 +34,8 @@ public:
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static UGlobalSaveGameData* LoadOrCreateSaveGame(UClothingList* DefaultPlayerClothing, UClothingList* DefaultWardrobeClothing);
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UFUNCTION(BlueprintCallable)
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static bool SaveGame(TArray<UClothingItemData*> CurrentWardrobeClothing, TArray<UClothingItemData*> CurrentPlayerClothing);
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static bool SaveGame(TArray<UClothingItemData*> CurrentWardrobeClothing, TArray<UClothingItemData*> CurrentPlayerClothing, int32 Money);
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private:
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static UGlobalSaveGameData* CreateNewSaveGame(TArray<UClothingItemData*> CurrentWardrobeClothing, TArray<UClothingItemData*> CurrentPlayerClothing);
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static UGlobalSaveGameData* CreateNewSaveGame(TArray<UClothingItemData*> CurrentWardrobeClothing, TArray<UClothingItemData*> CurrentPlayerClothing, float InMoney);
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};
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