bug fix
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UnrealProject/Lost_Edge/Content/Blueprints/Minigames/RythmClick/BP_Minigame_RythmClickManager.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/L_Level3.umap
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@ -130,21 +130,19 @@ void UCustomGameInstance::SaveGame(FName checkpointName)
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if(!levelScript)
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return;
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auto player = APlayerBase::Get();
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if(!player)
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return;
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saveData->level = GetWorld()->GetFName();
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saveData->state = levelScript->GetState();
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saveData->checkpoint = checkpointName;
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if(player->leftPocketItem)
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auto player = APlayerBase::Get();
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if(player && player->leftPocketItem)
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saveData->playerLeftPocketItem = player->leftPocketItem->GetFName();
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else
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saveData->playerLeftPocketItem = FName(TEXT(""));
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if(player->rightPocketItem)
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saveData->playerLeftPocketItem = {};
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if(player && player->rightPocketItem)
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saveData->playerRightPocketItem = player->rightPocketItem->GetFName();
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else
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saveData->playerRightPocketItem = FName(TEXT(""));
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saveData->playerRightPocketItem = {};
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UGameplayStatics::SaveGameToSlot(saveData, saveName, saveIndex);
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}
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@ -10,6 +10,7 @@
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#include "Engine/SkyLight.h"
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#include "LevelSequencePlayer.h"
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#include "CustomGameInstance.h"
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#include "CutsceneManager.h"
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void ALevel1::BeginPlay()
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@ -19,6 +20,9 @@ void ALevel1::BeginPlay()
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//TurnLight(false);
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//TurnFog(false);
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if(auto GI = UCustomGameInstance::Get())
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GI->SaveGame({});
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CallNextState();
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}
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@ -2,9 +2,14 @@
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#include "Level2.h"
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#include "CustomGameInstance.h"
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void ALevel2::BeginPlay()
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{
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ALevelBase::BeginPlay();
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if(auto GI = UCustomGameInstance::Get())
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GI->SaveGame({});
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CallNextState();
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}
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@ -8,6 +8,7 @@
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#include "Engine/SkyLight.h"
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#include "LevelSequencePlayer.h"
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#include "CustomGameInstance.h"
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#include "CutsceneManager.h"
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#include "MainGameModeBase.h"
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@ -15,5 +16,8 @@ void ALevel3::BeginPlay()
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{
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ALevelBase::BeginPlay();
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CallNextState();
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if(auto GI = UCustomGameInstance::Get())
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GI->SaveGame({});
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//CallNextState();
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}
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@ -89,32 +89,37 @@ void ALevelBase::ApplySaveData()
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if(!player)
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return;
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for(TActorIterator<ACheckpoint> it(GetWorld()); it; ++it)
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if(!GI->saveData->checkpoint.IsNone())
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{
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if(it->GetFName() == GI->saveData->checkpoint)
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for(TActorIterator<ACheckpoint> it(GetWorld()); it; ++it)
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{
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player->SetActorLocation(it->GetActorLocation(), false, nullptr, ETeleportType::ResetPhysics);
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player->Controller->SetControlRotation(it->GetActorRotation());
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break;
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if(it->GetFName() == GI->saveData->checkpoint)
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{
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player->SetActorLocation(it->GetActorLocation(), false, nullptr, ETeleportType::ResetPhysics);
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player->Controller->SetControlRotation(it->GetActorRotation());
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break;
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}
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}
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}
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int pocketItems = 0;
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for(TActorIterator<AInteractable> it(GetWorld()); it; ++it)
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if(!GI->saveData->playerLeftPocketItem.IsNone() || !GI->saveData->playerRightPocketItem.IsNone())
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{
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if(it->GetFName() == GI->saveData->playerLeftPocketItem)
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int pocketItems = 0;
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for(TActorIterator<AInteractable> it(GetWorld()); it; ++it)
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{
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++pocketItems;
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player->TakeItemToLeftHand(*it);
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}
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else if(it->GetFName() == GI->saveData->playerRightPocketItem)
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{
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++pocketItems;
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player->TakeItemToRightHand(*it);
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}
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if(pocketItems > 1)
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{
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break;
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if(pocketItems > 1)
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break;
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if(it->GetFName() == GI->saveData->playerLeftPocketItem)
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{
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++pocketItems;
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player->TakeItemToLeftHand(*it);
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}
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else if(it->GetFName() == GI->saveData->playerRightPocketItem)
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{
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++pocketItems;
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player->TakeItemToRightHand(*it);
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}
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}
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}
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}
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