work 4 jan

This commit is contained in:
vinfamy 2018-01-05 00:40:51 +07:00
parent d6b11d063a
commit 7637691b7e
21 changed files with 57 additions and 8 deletions

8
.gitignore vendored
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@ -13,11 +13,9 @@ Saved
*.xcodeproj
*.xcworkspace
Content/StreetMap/*
Content/Characters/*
Content/Backgrounds/*
Content/Heavy/*
Plugins/StreetMap/Binaries/*
Plugins/StreetMap/Intermediate/*
Content/StreetMap/CentralLondon.uasset
Content/StreetMap/Static/CentralLondon0.uasset
Plugins/ModdingExtra/Binaries/*
Plugins/ModdingExtra/Intermediate/*
*.png

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@ -32,7 +32,7 @@ bCompressed=False
bEncryptIniFiles=False
bEncryptPakIndex=False
bSkipEditorContent=False
+DirectoriesToAlwaysStageAsNonUFS=(Path="Events")
+DirectoriesToAlwaysStageAsNonUFS=(Path="Modules")
bNativizeBlueprintAssets=False
bNativizeOnlySelectedBlueprints=False

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@ -1 +0,0 @@
Hello

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@ -13,6 +13,11 @@ Long-term (regular activity increases, if not, deteriorate)
4. Interpersonal Skills
5. Perversion
Relationship
1. OpinionOfPlayer
2. PlayerOpinion
4.
Inventory
1. Money (in local currency)
2. Apparel (buff to attractiveness, with tags for work, formal, casual, sports etc)
@ -23,3 +28,27 @@ Effect:
2. Ill
3. Injured
Array of Structs as default variable in Person class:
Stat (String) - Value (Float)
BuildingVisited struct
UID (int) - Building (StreetMapBuilding) - Persons (Person[])
PlaceBuilding struct
Place (String) - BuildingID (int)
RelationshipPersons struct
Relationship (String) - Persons (Person ObjectReference[])
Start game with a base person with invisible render
Read data and populate this array in base person
Dupicate base person - first dup is player - set him visible
Add player only stats
Duplicate base person again whenever there's a need to create a new NPC. Clear if not touched for a while.
Base Person
- StatValue array of structs (Mood: 69, Energy: 88, PlayerOpinion: 59, etc)
- PlaceBuilding array of structs (Home: 7999, Office: 6899, etc)
- RelationshipPersons array of structs ("Friends": Jack, John, Maria references)

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@ -38,10 +38,30 @@ float UModdingExtraBPLibrary::ModdingExtraSampleFunction(float Param)
}
FString FinalPath = FullPath + "/" + RootFolderFullPath + "/" + Ext;
FileManager.FindFiles(Files, *FinalPath, true, false);
FString FinalPathWithoutExt = FullPath + "/" + RootFolderFullPath + "/";
//FileManager.FindFiles(Files, *FinalPath, true, false);
FileManager.FindFilesRecursive(Files, *FinalPathWithoutExt, *Ext, true, false, false);
return true;
}
bool UModdingExtraBPLibrary::GetAllSubfolders(TArray<FString>& Folders, FString RootFolderFullPath)
{
if(RootFolderFullPath.Len() < 1) return false;
IFileManager& FileManager = IFileManager::Get();
FString RelativePath = FPaths::ProjectContentDir();
FString FullPath = FileManager.ConvertToAbsolutePathForExternalAppForRead(*RelativePath);
FString FinalPath = FullPath + "/" + RootFolderFullPath + "/";
FileManager.FindFiles(Folders, *FinalPath, false, true);
return true;
}
bool UModdingExtraBPLibrary::LoadTxt(FString FileNameA, FString& SaveTextA)
{
return FFileHelper::LoadFileToString(SaveTextA, *(FPaths::ProjectContentDir() + FileNameA));

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@ -38,4 +38,7 @@ class UModdingExtraBPLibrary : public UBlueprintFunctionLibrary
UFUNCTION(BlueprintPure, Category = "ModdingExtra")
static FString ContentDirectory();
UFUNCTION(BlueprintPure, Category = "ModdingExtra")
static bool GetAllSubfolders(TArray<FString>& Folders, FString RootFolderFullPath);
};