Space Plunder
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SettingsSaveGame.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "SettingData.h"
7#include "GameFramework/SaveGame.h"
8#include "SettingsSaveGame.generated.h"
9
10
11// USTRUCT()
12// struct FGameplayPlayerOptions
13// {
14// GENERATED_BODY()
15//
16// //~ Gameplay options (Inverted look, etc.) ~//
17// UPROPERTY(EditAnywhere, Category="Player Options")
18// bool bInvertedCamera = false;
19// UPROPERTY(EditAnywhere, Category="Player Options")
20// bool bInvertedHorizontalCamera = false;
21// UPROPERTY(EditAnywhere, Category="Player Options")
22// float CameraSensitivity = 0.75f;
23// UPROPERTY(EditAnywhere, Category="Player Options")
24// float CameraHorizontalSensitivity = 0.75f;
25// UPROPERTY(EditAnywhere, Category="Player Options")
26// float CameraVerticalSensitivity = 0.75f;
27// UPROPERTY(EditAnywhere, Category="Player Options")
28// bool bUseSeparateCameraAxisSensitivity = false;
29// UPROPERTY(EditAnywhere, Category="Player Options")
30// float CameraAimedSensitivityMultiplier = 0.55f;
31//
32// UPROPERTY(EditAnywhere, Category="Player Options")
33// float CameraSensitivityRifleMultiplier = 1.0f;
34// UPROPERTY(EditAnywhere, Category="Player Options")
35// float CameraSensitivityOneHandPistolMultiplier = 1.0f;
36// UPROPERTY(EditAnywhere, Category="Player Options")
37// float CameraSensitivityTwoHandPistolMultiplier = 1.0f;
38// UPROPERTY(EditAnywhere, Category="Player Options")
39// float CameraSensitivityShotgunMultiplier = 1.0f;
40// UPROPERTY(EditAnywhere, Category="Player Options")
41// float CameraSensitivitySniperMultiplier = 1.0f;
42// UPROPERTY(EditAnywhere, Category="Player Options")
43// float CameraSensitivityLauncherMultiplier = 1.0f;
44// UPROPERTY(EditAnywhere, Category="Player Options")
45// float CameraSensitivityMeleeMultiplier = 1.0f;
46// UPROPERTY(EditAnywhere, Category="Player Options")
47// float CameraSensitivityBowMultiplier = 1.0f;
48//
49//
50// UPROPERTY(EditAnywhere, Category="Player Options")
51// int32 AimAssistLevel = 1;
52// //~ Gameplay options ~//
53//
54// };
55
56// USTRUCT()
57// struct FAudioPlayerOptions
58// {
59// GENERATED_BODY()
60//
61// //~ Audio Settings ~//
62// UPROPERTY(EditAnywhere, Category="Audio")
63// float MasterVolume = 1.0f;
64// UPROPERTY(EditAnywhere, Category="Audio")
65// float DialogueVolume = 1.0f;
66// UPROPERTY(EditAnywhere, Category="Audio")
67// float FootstepsVolume = 1.0f;
68// UPROPERTY(EditAnywhere, Category="Audio")
69// float AmbienceVolume = 1.0f;
70// UPROPERTY(EditAnywhere, Category="Audio")
71// float MusicVolume = 1.0f;
72// UPROPERTY(EditAnywhere, Category="Audio")
73// float UIVolume = 1.0f;
74// UPROPERTY(EditAnywhere, Category="Audio")
75// float VoiceVolume = 1.0f;
76// UPROPERTY(EditAnywhere, Category="Audio")
77// float SFXVolume = 1.0f;
78// //~ Audio Settings ~//
79//
80// };
81
82
86UCLASS()
87class BASEHELPERS_API USettingsSaveGame : public USaveGame
88{
89 GENERATED_BODY()
90
91public:
92 UPROPERTY(EditAnywhere, Category="Player Options")
94
95 UPROPERTY(EditAnywhere, Category="Player Options")
96 FAudioPlayerOptions AudioOptions;
97 // //~ Gameplay options (Inverted look, etc.) ~//
98 // UPROPERTY(EditAnywhere, Category="Player Options")
99 // bool bInvertedCamera = false;
100 // UPROPERTY(EditAnywhere, Category="Player Options")
101 // bool bInvertedHorizontalCamera = false;
102 // UPROPERTY(EditAnywhere, Category="Player Options")
103 // float CameraSensitivity = 0.75f;
104 // UPROPERTY(EditAnywhere, Category="Player Options")
105 // float CameraHorizontalSensitivity = 0.75f;
106 // UPROPERTY(EditAnywhere, Category="Player Options")
107 // float CameraVerticalSensitivity = 0.75f;
108 // UPROPERTY(EditAnywhere, Category="Player Options")
109 // bool bUseSeparateCameraAxisSensitivity = false;
110 //
111 // UPROPERTY(EditAnywhere, Category="Player Options")
112 // int32 AimAssistLevel = 1;
113 // //~ Gameplay options ~//
114
115
116 // //~ Audio Settings ~//
117 // UPROPERTY(EditAnywhere, Category="Audio")
118 // float MasterVolume = 1.0f;
119 // UPROPERTY(EditAnywhere, Category="Audio")
120 // float DialogueVolume = 1.0f;
121 // UPROPERTY(EditAnywhere, Category="Audio")
122 // float FootstepsVolume = 1.0f;
123 // UPROPERTY(EditAnywhere, Category="Audio")
124 // float AmbienceVolume = 1.0f;
125 // UPROPERTY(EditAnywhere, Category="Audio")
126 // float MusicVolume = 1.0f;
127 // UPROPERTY(EditAnywhere, Category="Audio")
128 // float UIVolume = 1.0f;
129 // UPROPERTY(EditAnywhere, Category="Audio")
130 // float VoiceVolume = 1.0f;
131 // UPROPERTY(EditAnywhere, Category="Audio")
132 // float WeaponsVolume = 1.0f;
133 // //~ Audio Settings ~//
134
135};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition SettingsSaveGame.h:88
Definition SettingData.h:58
Definition SettingData.h:10