Savegame basic docu

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Yannik Schmidt
2021-08-18 18:11:40 +02:00
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# Overview
- GeneralPurposeSave (Savegame) : The object containing all changable information within a level
- SaveGame (Task) : Save the full current state of the game into a GeneralPurposeSavegame
- SaveGameLoader (Actor) : On EventBeginPlay use the GeneralPurposeSavegame provided at actor spawn to populate and alter the level acordingly
- MetaSave (Savegame) : A meta-save containing all Level results, the current GeneralPurposeSavegame and an assotiated savegame slot string
# GeneralPurposeSavegame
## States
### Ship Vars
- Health
- Shield
- AmmoPrimary
- AmmoSecondary
- Flares
### Transforms
- PlayerTransform
- RizTransform
- MarkTransform
### Other
- CurrentLevel (Name)
- DisplayString (String, name of the save)
## Changeable Actor States
- WaypointStates (Map, String of Actor FQN to WaypointState-struct)
- Gamefacts (Map, String, Gamefact-Name/Bool)
- DialogTriggerStates (Map, String to WaypointState-struct)
- Gamefacts_LevelState (Map, String, Gamefact-Name/Bool)
- ActorSpawns (List of structs, Class/Transforms to spawn)
- TagHiddenStateTaskTracker (List of structs, Tag/HiddenState to set to the specified state)
## Updating and Saving
Ship Vars, Transforms and Other are set by an Update Values call in the "SaveGame"-Task. GamefactStates and TagHiddenStateTaskTracker are set by the respective Tasks in dialog-BT, namely: *SetActorHiddenState*, *SetFactByName*.
DialogTriggerStates, ActorSpawns and WaypointStates are updated during the triggered execution of the respective Actors, namely: *DialogTriggerDefault*, *WaypointDefaultActor (SpawnActorOption)* and WaypointDefaultActor (no options).