Main, Options, Audio, Game menu and settings
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@ -3,6 +3,11 @@ bUseMotionBlur=False
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bShowFps=False
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bShowFps=False
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bMouseInverted=False
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bMouseInverted=False
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fMouseSensetivity=1.000000
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fMouseSensetivity=1.000000
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fMasterVolume=0.500000
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fMusicVolume=1.000000
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fEffectsVolume=1.000000
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fVoicesVolume=1.000000
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fMenuVolume=1.000000
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bUseVSync=False
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bUseVSync=False
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bUseDynamicResolution=False
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bUseDynamicResolution=False
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ResolutionSizeX=1920
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ResolutionSizeX=1920
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UnrealProject/Lost_Edge/Content/Blueprints/BP_CustomGameInstance.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/BP_Player.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/FunctionLibraries/BPFL_BPCast.uasset
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UnrealProject/Lost_Edge/Content/Levels/Test/L_Test.umap
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/E_MainMenuButtonNames.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/E_MainMenuOptionsButtonNames.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/E_MainMenuPages.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/E_MainMenu_Button.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/E_MainMenu_Page.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/E_MainMenu_Page.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Credits.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Credits.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Home.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Home.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Options.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Options.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Options_Audio.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Options_Game.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Options_Graphics.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/ST_MainMenuCommonText.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/ST_MainMenu_CommonText.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/ST_MainMenu_CommonText.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenu.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenuOptions.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenuOptionsAudio.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenuOptionsControls.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenuOptionsGame.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_MainMenu_Page.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_MainMenu_Page.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_MainMenu_PageButtonParticle.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/ST_CommonComboxValues.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/ST_CommonComboxValues.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_ComboBox.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_ComboBox.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsComboBox.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsComboBox.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsComboBox_Bool.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsSlider.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsSwitchButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsSwitchButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_PageButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_Title.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_Slider.uasset
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@ -29,6 +29,16 @@ FText UCommonFunctions::GetKeyDisplayName(FKey key)
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return key.GetDisplayName(false);
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return key.GetDisplayName(false);
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}
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}
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int32 UCommonFunctions::StringIndexInTextArray(const TArray<FText>& array, const FString& value)
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{
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FString v = value.ToLower();
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for(int32 i = 0; i < array.Num(); ++i)
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if(FTextInspector::GetSourceString(array[i])->ToLower().Equals(v))
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return i;
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return -1;
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}
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void UCommonFunctions::DestroyActorRecursively(AActor* actor)
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void UCommonFunctions::DestroyActorRecursively(AActor* actor)
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{
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{
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TArray<AActor*> childs;
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TArray<AActor*> childs;
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@ -25,6 +25,9 @@ public:
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure)
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static FText GetKeyDisplayName(struct FKey key);
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static FText GetKeyDisplayName(struct FKey key);
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UFUNCTION(BlueprintPure)
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static int32 StringIndexInTextArray(const TArray<FText>& array, const FString& value);
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/** Recursively destroy actor and all its childs (the default Destroy doesn't have consistent behavior) */
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/** Recursively destroy actor and all its childs (the default Destroy doesn't have consistent behavior) */
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UFUNCTION(BlueprintCallable, Category = Actor)
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UFUNCTION(BlueprintCallable, Category = Actor)
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static void DestroyActorRecursively(class AActor* actor);
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static void DestroyActorRecursively(class AActor* actor);
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@ -6,6 +6,7 @@
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#include "Kismet/KismetSystemLibrary.h"
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#include "Kismet/KismetSystemLibrary.h"
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#include "ContentLoader.h"
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#include "ContentLoader.h"
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#include "CustomGameSettings.h"
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#include "Levels/LevelBase.h"
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#include "Levels/LevelBase.h"
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#include "PlayerBase.h"
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#include "PlayerBase.h"
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#include "SaveData.h"
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#include "SaveData.h"
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@ -23,7 +24,15 @@ void UCustomGameInstance::Init()
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UGameInstance::Init();
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UGameInstance::Init();
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instance = this;
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instance = this;
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contentLoader = NewObject<UContentLoader>(this);
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contentLoader = NewObject<UContentLoader>(this);
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for(auto& _class : globalInstancesClasses)
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{
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UObject* gi = NewObject<UObject>(_class);
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gi->AddToRoot();
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globalInstances.Add(_class.Get(), gi);
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}
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globalInstancesClasses.Empty();
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if(auto save = UGameplayStatics::LoadGameFromSlot(saveName, saveIndex))
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if(auto save = UGameplayStatics::LoadGameFromSlot(saveName, saveIndex))
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saveData = Cast<USaveData>(save);
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saveData = Cast<USaveData>(save);
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@ -31,6 +40,14 @@ void UCustomGameInstance::Init()
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saveData = Cast<USaveData>(UGameplayStatics::CreateSaveGameObject(USaveData::StaticClass()));
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saveData = Cast<USaveData>(UGameplayStatics::CreateSaveGameObject(USaveData::StaticClass()));
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}
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}
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void UCustomGameInstance::Shutdown()
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{
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if(auto settings = UCustomGameSettings::Get())
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settings->SaveSettings();
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Super::Shutdown();
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}
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UCustomGameInstance* UCustomGameInstance::Get()
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UCustomGameInstance* UCustomGameInstance::Get()
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{
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{
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return instance;
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return instance;
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@ -44,6 +61,14 @@ UContentLoader* UCustomGameInstance::GetContentLoader()
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return nullptr;
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return nullptr;
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}
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}
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UObject* UCustomGameInstance::GetGlobalInstance(UClass* _class)
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{
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if(auto GI = Get())
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return *(GI->globalInstances.Find(_class));
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return nullptr;
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}
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bool UCustomGameInstance::IsGameSaved()
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bool UCustomGameInstance::IsGameSaved()
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{
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{
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if(auto GI = Get())
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if(auto GI = Get())
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@ -20,19 +20,24 @@ class UCustomGameInstance : public UGameInstance
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public:
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public:
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/** Instantiates content loader, dummy save data and applies settings */
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/** Instantiates content loader, dummy save data and applies settings */
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virtual void Init() override;
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virtual void Init() override;
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/** Saves settings */
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virtual void Shutdown() override;
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UFUNCTION(BlueprintPure, meta = (DisplayName = "Get Custom Game Instance"))
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UFUNCTION(BlueprintPure, meta = (DisplayName = "Get Custom Game Instance"))
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static UCustomGameInstance* Get();
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static UCustomGameInstance* Get();
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure)
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static class UContentLoader* GetContentLoader();
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static class UContentLoader* GetContentLoader();
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UFUNCTION(BlueprintPure)
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static UObject* GetGlobalInstance(UClass* _class);
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/** Return true is save data are present and valid */
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/** Return true is save data are present and valid */
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure)
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static bool IsGameSaved();
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static bool IsGameSaved();
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UFUNCTION(BlueprintCallable, Category = Save)
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UFUNCTION(BlueprintCallable, Category = Save)
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void SaveGame(FName checkpointName);
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void SaveGame(FName checkpointName);
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UFUNCTION(BlueprintCallable, Category = Save)
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UFUNCTION(BlueprintCallable, Category = Save)
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void LoadGame();
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void LoadGame();
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void ExitGame();
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void ExitGame();
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UPROPERTY()
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UPROPERTY()
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class UContentLoader* contentLoader;
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class UContentLoader* contentLoader;
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UPROPERTY(EditDefaultsOnly)
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TSet<TSubclassOf<UObject>> globalInstancesClasses;
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TMap<UClass*, UObject*> globalInstances;
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};
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};
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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namespace
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{
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/** Game */
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constexpr float fDefaultMouseSensetivity = 0.5f;
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constexpr bool bDefaultMouseInverted = false;
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/** Audio */
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constexpr float fDefaultMasterVolume = 0.4f;
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constexpr float fDefaultMusicVolume = 1.0f;
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constexpr float fDefaultEffectsVolume = 1.0f;
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constexpr float fDefaultVoicesVolume = 1.0f;
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constexpr float fDefaultMenuVolume = 1.0f;
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}
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UCustomGameSettings::UCustomGameSettings(const FObjectInitializer& ObjectInitializer) :Super(ObjectInitializer)
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UCustomGameSettings::UCustomGameSettings(const FObjectInitializer& ObjectInitializer) :Super(ObjectInitializer)
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{
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{
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bUseMotionBlur = false;
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bUseMotionBlur = false;
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bShowFps = false;
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bShowFps = false;
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bMouseInverted = false;
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fMouseSensetivity = 1.0f;
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/** Game */
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fMouseSensetivity = GetDefaultMouseSensetivity();
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bMouseInverted = GetDefaultMouseInverted();
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/** Audio */
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fMasterVolume = GetDefaultMasterVolume();
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fMusicVolume = GetDefaultMusicVolume();
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fEffectsVolume = GetDefaultEffectsVolume();
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fVoicesVolume = GetDefaultVoicesVolume();
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fMenuVolume = GetDefaultMenuVolume();
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}
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}
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UCustomGameSettings* UCustomGameSettings::Get()
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UCustomGameSettings* UCustomGameSettings::Get()
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return Cast<UCustomGameSettings>(UGameUserSettings::GetGameUserSettings());
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return Cast<UCustomGameSettings>(UGameUserSettings::GetGameUserSettings());
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}
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}
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/** Game */
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float UCustomGameSettings::GetDefaultMouseSensetivity() const
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{
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return fDefaultMouseSensetivity;
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}
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float UCustomGameSettings::GetMouseSensetivity() const
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{
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return fMouseSensetivity;
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}
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void UCustomGameSettings::SetMouseSensetivity(float value)
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void UCustomGameSettings::SetMouseSensetivity(float value)
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{
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{
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fMouseSensetivity = FMath::Clamp(value, 0.1f, 2.0f);
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fMouseSensetivity = FMath::Clamp(value, 0.1f, 2.0f);
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}
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}
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float UCustomGameSettings::GetMouseSensetivity() const
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bool UCustomGameSettings::GetDefaultMouseInverted() const
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{
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{
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return fMouseSensetivity;
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return bDefaultMouseInverted;
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}
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/** Audio */
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float UCustomGameSettings::GetDefaultMasterVolume() const
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{
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return fDefaultMasterVolume;
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}
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float UCustomGameSettings::GetDefaultMusicVolume() const
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{
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return fDefaultMusicVolume;
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}
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float UCustomGameSettings::GetDefaultEffectsVolume() const
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{
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return fDefaultEffectsVolume;
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}
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float UCustomGameSettings::GetDefaultVoicesVolume() const
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{
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||||||
|
return fDefaultVoicesVolume;
|
||||||
|
}
|
||||||
|
float UCustomGameSettings::GetDefaultMenuVolume() const
|
||||||
|
{
|
||||||
|
return fDefaultMenuVolume;
|
||||||
|
}
|
||||||
|
|
||||||
|
float UCustomGameSettings::GetMasterVolume() const
|
||||||
|
{
|
||||||
|
return fMasterVolume;
|
||||||
|
}
|
||||||
|
float UCustomGameSettings::GetMusicVolume() const
|
||||||
|
{
|
||||||
|
return fMusicVolume;
|
||||||
|
}
|
||||||
|
float UCustomGameSettings::GetEffectsVolume() const
|
||||||
|
{
|
||||||
|
return fEffectsVolume;
|
||||||
|
}
|
||||||
|
float UCustomGameSettings::GetVoicesVolume() const
|
||||||
|
{
|
||||||
|
return fVoicesVolume;
|
||||||
|
}
|
||||||
|
float UCustomGameSettings::GetMenuVolume() const
|
||||||
|
{
|
||||||
|
return fMenuVolume;
|
||||||
|
}
|
||||||
|
|
||||||
|
void UCustomGameSettings::SetMasterVolume(float value)
|
||||||
|
{
|
||||||
|
fMasterVolume = FMath::Clamp(value, 0.0f, 1.0f);
|
||||||
|
}
|
||||||
|
void UCustomGameSettings::SetMusicVolume(float value)
|
||||||
|
{
|
||||||
|
fMusicVolume = FMath::Clamp(value, 0.0f, 1.0f);
|
||||||
|
}
|
||||||
|
void UCustomGameSettings::SetEffectsVolume(float value)
|
||||||
|
{
|
||||||
|
fEffectsVolume = FMath::Clamp(value, 0.0f, 1.0f);
|
||||||
|
}
|
||||||
|
void UCustomGameSettings::SetVoicesVolume(float value)
|
||||||
|
{
|
||||||
|
fVoicesVolume = FMath::Clamp(value, 0.0f, 1.0f);
|
||||||
|
}
|
||||||
|
void UCustomGameSettings::SetMenuVolume(float value)
|
||||||
|
{
|
||||||
|
fMenuVolume = FMath::Clamp(value, 0.0f, 1.0f);
|
||||||
}
|
}
|
@ -10,28 +10,19 @@
|
|||||||
* Manages custom game settings.
|
* Manages custom game settings.
|
||||||
* Mouse sensetivity and inversion, motion blur usage, fps show.
|
* Mouse sensetivity and inversion, motion blur usage, fps show.
|
||||||
*/
|
*/
|
||||||
UCLASS(Config = Game, defaultconfig)
|
UCLASS(defaultconfig)
|
||||||
class UCustomGameSettings : public UGameUserSettings
|
class UCustomGameSettings : public UGameUserSettings
|
||||||
{
|
{
|
||||||
GENERATED_UCLASS_BODY()
|
GENERATED_BODY()
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// Is auto defined by UE but implementation is in cpp
|
// Is auto defined by UE but implementation is in cpp
|
||||||
//UCustomGameSettings(const FObjectInitializer& ObjectInitializer);
|
UCustomGameSettings(const FObjectInitializer& ObjectInitializer);
|
||||||
|
|
||||||
UFUNCTION(BlueprintPure, Category = Settings, meta = (DisplayName = "Get Custom Game Settings"))
|
UFUNCTION(BlueprintPure, Category = Settings, meta = (DisplayName = "Get Custom Game Settings"))
|
||||||
static UCustomGameSettings* Get();
|
static UCustomGameSettings* Get();
|
||||||
|
|
||||||
/**
|
|
||||||
* Sets mouse sensetivity multiplier
|
|
||||||
* @param value [0.1 - 2.0]
|
|
||||||
*/
|
|
||||||
UFUNCTION(BlueprintCallable, Category = Settings)
|
|
||||||
void SetMouseSensetivity(float value);
|
|
||||||
|
|
||||||
/** Returns mouse sensetivity multiplier in [0.1 - 2.0] */
|
|
||||||
UFUNCTION(BlueprintCallable, Category = Settings)
|
|
||||||
float GetMouseSensetivity() const;
|
|
||||||
|
|
||||||
UPROPERTY(Config, BlueprintReadWrite)
|
UPROPERTY(Config, BlueprintReadWrite)
|
||||||
bool bUseMotionBlur;
|
bool bUseMotionBlur;
|
||||||
@ -39,11 +30,79 @@ public:
|
|||||||
UPROPERTY(Config, BlueprintReadWrite)
|
UPROPERTY(Config, BlueprintReadWrite)
|
||||||
bool bShowFps;
|
bool bShowFps;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/** Game */
|
||||||
|
UFUNCTION(BlueprintPure, Category = Settings)
|
||||||
|
float GetDefaultMouseSensetivity() const;
|
||||||
|
/** Returns mouse sensetivity multiplier in [0.1 - 2.0] */
|
||||||
|
UFUNCTION(BlueprintPure, Category = Settings)
|
||||||
|
float GetMouseSensetivity() const;
|
||||||
|
/**
|
||||||
|
* Sets mouse sensetivity multiplier
|
||||||
|
* @param value [0.1 - 2.0]
|
||||||
|
*/
|
||||||
|
UFUNCTION(BlueprintCallable, Category = Settings)
|
||||||
|
void SetMouseSensetivity(float value);
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintPure, Category = Settings)
|
||||||
|
bool GetDefaultMouseInverted() const;
|
||||||
UPROPERTY(Config, BlueprintReadWrite)
|
UPROPERTY(Config, BlueprintReadWrite)
|
||||||
bool bMouseInverted;
|
bool bMouseInverted;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Audio
|
||||||
|
* All values are clamped in [0.0 - 1.0]
|
||||||
|
*/
|
||||||
|
UFUNCTION(BlueprintPure, Category = Settings)
|
||||||
|
float GetDefaultMasterVolume() const; // UFUNCTION doesn't support constexpr functions
|
||||||
|
UFUNCTION(BlueprintPure, Category = Settings)
|
||||||
|
float GetDefaultMusicVolume() const; // UFUNCTION doesn't support constexpr functions
|
||||||
|
UFUNCTION(BlueprintPure, Category = Settings)
|
||||||
|
float GetDefaultEffectsVolume() const; // UFUNCTION doesn't support constexpr functions
|
||||||
|
UFUNCTION(BlueprintPure, Category = Settings)
|
||||||
|
float GetDefaultVoicesVolume() const; // UFUNCTION doesn't support constexpr functions
|
||||||
|
UFUNCTION(BlueprintPure, Category = Settings)
|
||||||
|
float GetDefaultMenuVolume() const; // UFUNCTION doesn't support constexpr functions
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintPure, Category = Settings)
|
||||||
|
float GetMasterVolume() const;
|
||||||
|
UFUNCTION(BlueprintPure, Category = Settings)
|
||||||
|
float GetMusicVolume() const;
|
||||||
|
UFUNCTION(BlueprintPure, Category = Settings)
|
||||||
|
float GetEffectsVolume() const;
|
||||||
|
UFUNCTION(BlueprintPure, Category = Settings)
|
||||||
|
float GetVoicesVolume() const;
|
||||||
|
UFUNCTION(BlueprintPure, Category = Settings)
|
||||||
|
float GetMenuVolume() const;
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = Settings)
|
||||||
|
void SetMasterVolume(float value);
|
||||||
|
UFUNCTION(BlueprintCallable, Category = Settings)
|
||||||
|
void SetMusicVolume(float value);
|
||||||
|
UFUNCTION(BlueprintCallable, Category = Settings)
|
||||||
|
void SetEffectsVolume(float value);
|
||||||
|
UFUNCTION(BlueprintCallable, Category = Settings)
|
||||||
|
void SetVoicesVolume(float value);
|
||||||
|
UFUNCTION(BlueprintCallable, Category = Settings)
|
||||||
|
void SetMenuVolume(float value);
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
UPROPERTY(Config)
|
UPROPERTY(Config)
|
||||||
float fMouseSensetivity;
|
float fMouseSensetivity;
|
||||||
|
|
||||||
|
/** Audio */
|
||||||
|
UPROPERTY(Config)
|
||||||
|
float fMasterVolume;
|
||||||
|
UPROPERTY(Config)
|
||||||
|
float fMusicVolume;
|
||||||
|
UPROPERTY(Config)
|
||||||
|
float fEffectsVolume;
|
||||||
|
UPROPERTY(Config)
|
||||||
|
float fVoicesVolume;
|
||||||
|
UPROPERTY(Config)
|
||||||
|
float fMenuVolume;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
@ -33,6 +33,13 @@ void ACustomPlayerController::AppendInputContext(TSoftObjectPtr<class UInputMapp
|
|||||||
subsystem->AddMappingContext(context.LoadSynchronous(), 0);
|
subsystem->AddMappingContext(context.LoadSynchronous(), 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void ACustomPlayerController::ApplyMouseSettings()
|
||||||
|
{
|
||||||
|
if(auto settings = UCustomGameSettings::Get())
|
||||||
|
for(auto& context : contexts)
|
||||||
|
ApplyMouseSettings(context, settings);
|
||||||
|
}
|
||||||
|
|
||||||
void ACustomPlayerController::BeginPlay()
|
void ACustomPlayerController::BeginPlay()
|
||||||
{
|
{
|
||||||
Super::BeginPlay();
|
Super::BeginPlay();
|
||||||
@ -71,36 +78,47 @@ void ACustomPlayerController::EndPlay(const EEndPlayReason::Type EndPlayReason)
|
|||||||
Super::EndPlay(EndPlayReason);
|
Super::EndPlay(EndPlayReason);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ACustomPlayerController::ApplyMouseSettings(TSoftObjectPtr<class UInputMappingContext>& context)
|
void ACustomPlayerController::ApplyMouseSettings(TSoftObjectPtr<class UInputMappingContext>& context, UCustomGameSettings* settings)
|
||||||
{
|
{
|
||||||
auto gameSettings = UCustomGameSettings::Get();
|
if(!settings)
|
||||||
if(!gameSettings)
|
{
|
||||||
|
settings = UCustomGameSettings::Get();
|
||||||
|
if(!settings)
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if(!context.LoadSynchronous())
|
if(!context.LoadSynchronous())
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
bool contextChanged = false;
|
||||||
for(auto& mapping : context.LoadSynchronous()->GetMappings())
|
for(auto& mapping : context.LoadSynchronous()->GetMappings())
|
||||||
{
|
{
|
||||||
if(mapping.Key != EKeys::Mouse2D)
|
if(mapping.Key != EKeys::Mouse2D)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
for(auto& modifier : mapping.Modifiers)
|
for(auto& modifier : mapping.Modifiers)
|
||||||
{
|
|
||||||
if(gameSettings->bMouseInverted)
|
|
||||||
{
|
{
|
||||||
if(auto negate_modifier = Cast<UInputModifierNegate>(modifier))
|
if(auto negate_modifier = Cast<UInputModifierNegate>(modifier))
|
||||||
{
|
{
|
||||||
negate_modifier->bY = !negate_modifier->bY;
|
negate_modifier->bY = !settings->bMouseInverted;
|
||||||
continue;
|
contextChanged = true;
|
||||||
}
|
}
|
||||||
|
else if(auto scalar_modifier = Cast<UInputModifierScalar>(modifier))
|
||||||
|
{
|
||||||
|
scalar_modifier->Scalar = FVector{ settings->GetMouseSensetivity() };
|
||||||
|
contextChanged = true;
|
||||||
}
|
}
|
||||||
if(auto scalar_modifier = Cast<UInputModifierScalar>(modifier))
|
|
||||||
scalar_modifier->Scalar = FVector{ gameSettings->GetMouseSensetivity() * 0.5 };
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
UEnhancedInputLibrary::RequestRebuildControlMappingsUsingContext(context.LoadSynchronous());
|
if(contextChanged)
|
||||||
|
{
|
||||||
|
if(subsystem)
|
||||||
|
{
|
||||||
|
FModifyContextOptions options;
|
||||||
|
subsystem->RequestRebuildControlMappings(options, EInputMappingRebuildType::RebuildWithFlush);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ACustomPlayerController::OnAnyKeyPressed(FKey key)
|
void ACustomPlayerController::OnAnyKeyPressed(FKey key)
|
||||||
|
@ -30,6 +30,10 @@ public:
|
|||||||
UFUNCTION(BlueprintCallable)
|
UFUNCTION(BlueprintCallable)
|
||||||
static void AppendInputContext(TSoftObjectPtr<class UInputMappingContext> context);
|
static void AppendInputContext(TSoftObjectPtr<class UInputMappingContext> context);
|
||||||
|
|
||||||
|
/** Applies mouse settings to all loaded contexts */
|
||||||
|
UFUNCTION(BlueprintCallable)
|
||||||
|
static void ApplyMouseSettings();
|
||||||
|
|
||||||
FPlayerAnyKeyPressedDelegate onAnyKeyPressed;
|
FPlayerAnyKeyPressedDelegate onAnyKeyPressed;
|
||||||
FPlayerAnyKeyReleasedDelegate onAnyKeyReleased;
|
FPlayerAnyKeyReleasedDelegate onAnyKeyReleased;
|
||||||
|
|
||||||
@ -38,7 +42,8 @@ protected:
|
|||||||
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
|
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
static void ApplyMouseSettings(TSoftObjectPtr<class UInputMappingContext>& context);
|
/** Applies mouse settings to the specific context */
|
||||||
|
static void ApplyMouseSettings(TSoftObjectPtr<class UInputMappingContext>& context, class UCustomGameSettings* settings = nullptr);
|
||||||
|
|
||||||
void OnAnyKeyPressed(FKey key);
|
void OnAnyKeyPressed(FKey key);
|
||||||
void OnAnyKeyReleased(FKey key);
|
void OnAnyKeyReleased(FKey key);
|
||||||
|
@ -371,16 +371,22 @@ void APlayerBase::ShowMenu()
|
|||||||
if(GetWorld()->IsPaused())
|
if(GetWorld()->IsPaused())
|
||||||
{
|
{
|
||||||
WM->HideMainMenu();
|
WM->HideMainMenu();
|
||||||
playerController->SetShowMouseCursor(false);
|
if(auto PC = ACustomPlayerController::Get())
|
||||||
playerController->SetInputMode(FInputModeGameOnly{});
|
{
|
||||||
|
PC->SetShowMouseCursor(false);
|
||||||
|
PC->SetInputMode(FInputModeGameOnly{});
|
||||||
|
}
|
||||||
UnlockPlayer(FPlayerLock::All());
|
UnlockPlayer(FPlayerLock::All());
|
||||||
UGameplayStatics::SetGamePaused(GetWorld(), false);
|
UGameplayStatics::SetGamePaused(GetWorld(), false);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
WM->ShowMainMenu();
|
WM->ShowMainMenu();
|
||||||
playerController->SetShowMouseCursor(true);
|
if(auto PC = ACustomPlayerController::Get())
|
||||||
playerController->SetInputMode(FInputModeGameAndUI{});
|
{
|
||||||
|
PC->SetShowMouseCursor(true);
|
||||||
|
PC->SetInputMode(FInputModeGameAndUI{});
|
||||||
|
}
|
||||||
LockPlayer(FPlayerLock::All());
|
LockPlayer(FPlayerLock::All());
|
||||||
UGameplayStatics::SetGamePaused(GetWorld(), true);
|
UGameplayStatics::SetGamePaused(GetWorld(), true);
|
||||||
}
|
}
|
||||||
|
@ -113,7 +113,6 @@ protected:
|
|||||||
UFUNCTION(BlueprintCallable, Category = Character)
|
UFUNCTION(BlueprintCallable, Category = Character)
|
||||||
void ShowMenu();
|
void ShowMenu();
|
||||||
|
|
||||||
class APlayerController* playerController;
|
|
||||||
UPROPERTY(EditAnywhere)
|
UPROPERTY(EditAnywhere)
|
||||||
float moveSpeed = 200;
|
float moveSpeed = 200;
|
||||||
UPROPERTY(EditAnywhere)
|
UPROPERTY(EditAnywhere)
|
||||||
|
@ -0,0 +1,20 @@
|
|||||||
|
// Oleg Petruny proprietary.
|
||||||
|
|
||||||
|
#include "ComboBoxText.h"
|
||||||
|
|
||||||
|
void UComboBoxText::PostInitProperties()
|
||||||
|
{
|
||||||
|
Super::PostInitProperties();
|
||||||
|
|
||||||
|
SetOptions(_DefaultOptions);
|
||||||
|
_DefaultOptions.Empty();
|
||||||
|
}
|
||||||
|
|
||||||
|
void UComboBoxText::SetOptions(const TArray<FText>& options)
|
||||||
|
{
|
||||||
|
ClearSelection();
|
||||||
|
Options.Empty();
|
||||||
|
for(auto& o : options)
|
||||||
|
Options.Add(MakeShareable(new FString(o.ToString())));
|
||||||
|
RefreshOptions();
|
||||||
|
}
|
@ -0,0 +1,23 @@
|
|||||||
|
// Oleg Petruny proprietary.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Components/ComboBoxString.h"
|
||||||
|
|
||||||
|
#include "ComboBoxText.generated.h"
|
||||||
|
|
||||||
|
UCLASS(Blueprintable, meta = (DisplayName = "ComboBox (Text)"), MinimalAPI)
|
||||||
|
class UComboBoxText : public UComboBoxString
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
|
||||||
|
public:
|
||||||
|
virtual void PostInitProperties() override;
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable)
|
||||||
|
void SetOptions(const TArray<FText>& options);
|
||||||
|
|
||||||
|
protected:
|
||||||
|
UPROPERTY(EditAnywhere, Category = ComboBoxTextDefault)
|
||||||
|
TArray<FText> _DefaultOptions;
|
||||||
|
};
|
@ -30,20 +30,9 @@ public:
|
|||||||
UPROPERTY(BlueprintAssignable)
|
UPROPERTY(BlueprintAssignable)
|
||||||
FMainMenuClosedDelegate OnMainMenuClosedDelegate;
|
FMainMenuClosedDelegate OnMainMenuClosedDelegate;
|
||||||
|
|
||||||
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
|
UPROPERTY(BlueprintReadOnly, Transient, meta = (BindWidgetAnim))
|
||||||
class UMainMenuButtonWidget* ButtonContinue;
|
class UWidgetAnimation* extendAnimation;
|
||||||
UPROPERTY(meta = (BindWidget))
|
UPROPERTY(BlueprintReadOnly, Transient, meta = (BindWidgetAnim))
|
||||||
class UMainMenuButtonWidget* ButtonOptions;
|
|
||||||
UPROPERTY(meta = (BindWidget))
|
|
||||||
class UMainMenuButtonWidget* ButtonCredits;
|
|
||||||
UPROPERTY(meta = (BindWidget))
|
|
||||||
class UMainMenuButtonWidget* ButtonExit;
|
|
||||||
|
|
||||||
UPROPERTY(Transient, meta = (BindWidgetAnim))
|
|
||||||
class UWidgetAnimation* showFullAnimation;
|
|
||||||
UPROPERTY(Transient, meta = (BindWidgetAnim))
|
|
||||||
class UWidgetAnimation* showFastAnimation;
|
|
||||||
UPROPERTY(Transient, meta = (BindWidgetAnim))
|
|
||||||
class UWidgetAnimation* closeAnimation;
|
class UWidgetAnimation* closeAnimation;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
Loading…
Reference in New Issue
Block a user