Added save subsystem

This commit is contained in:
koritsa
2026-05-22 16:23:59 +03:00
parent d1fd754f3b
commit defc5decf9
8 changed files with 137 additions and 53 deletions
@@ -4,8 +4,10 @@
#include "CoreMinimal.h"
#include "GameFramework/SaveGame.h"
#include "NakedDesire/Global/Constants.h"
#include "GlobalSaveGameData.generated.h"
struct FItemSaveRecord;
class UClothingList;
UCLASS()
@@ -14,17 +16,27 @@ class NAKEDDESIRE_API UGlobalSaveGameData : public USaveGame
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, SaveGame)
static UGlobalSaveGameData* LoadOrCreateSaveGame(const FString& SlotName = DefaultSaveSlotName);
static UGlobalSaveGameData* LoadGame(const FString& SlotName = DefaultSaveSlotName);
static bool SaveGame(const FString& SlotName = DefaultSaveSlotName);
UPROPERTY(SaveGame)
bool HaveSeenTutorial = false;
UPROPERTY(BlueprintReadWrite, SaveGame)
UPROPERTY(SaveGame)
float Money = 0;
UFUNCTION(BlueprintCallable)
static UGlobalSaveGameData* LoadOrCreateSaveGame();
UFUNCTION(BlueprintCallable)
static bool SaveGame();
UPROPERTY(SaveGame)
TArray<FItemSaveRecord> WardrobeItems;
UPROPERTY(SaveGame)
TArray<FItemSaveRecord> EquippedItems;
UPROPERTY(SaceGame)
int32 DaysPassed = 0;
UPROPERTY(SaveGame)
float HourOfDay = 0.0f;
private:
static UGlobalSaveGameData* CreateNewSaveGame();