Cleanup of old seed stuff
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@@ -74,18 +74,6 @@ TArray<UItemDataAsset*> UItemDatabase::GetItemsOfElement(Element InElement, Cate
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return ItemList;
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}
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void UItemDatabase::WaterAllSeeds()
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{
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for (ASeedCarousel* Seed : SeedsPlanted)
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{
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if (IsValid(Seed))
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{
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Seed->Water();
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}
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}
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}
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bool UItemDatabase::DoChemicalAlignmentsMatch(TArray<int32> Alignments, TArray<int32> PotionAlignments)
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{
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for (int32 i = 0; i < PotionAlignments.Num(); i++)
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@@ -4,8 +4,6 @@
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "PotionItem.h"
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#include "SeedCarousel.h"
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#include "ItemContainer.h"
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#include "DataAssets/ItemDataAsset.h"
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@@ -72,13 +70,7 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Item Database")
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TMap<Category, FArrayOfItemRefs> LoadedItemsByCategory;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Item Database")
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TArray<ASeedCarousel*> SeedsPlanted;
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public:
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UFUNCTION(BlueprintCallable, Category = "Item Database")
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void WaterAllSeeds();
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UFUNCTION(BlueprintCallable, Category = "Item Database")
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bool DoChemicalAlignmentsMatch(TArray<int32> Alignments, TArray<int32> PotionAlignments);
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@@ -1,92 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "SeedCarousel.h"
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#include "ItemDatabase.h"
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#include "Kismet/GameplayStatics.h"
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#include "MyCharacter.h"
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#include "ProjectEleri/System/MainBlueprintFunctionLibrary.h"
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#include "ProjectEleri/System/EleriGameplayTags.h"
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FSeedSaveData::FSeedSaveData(): SeedGrowTime(0), ProduceGrowTime(0), SeedAge(0), ProduceDaysSinceLastBloom(0),
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SeedWateredTimes(0),
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bBloomed(false),
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bWatered(false),
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bPlanted(false), bDied(false),
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bPlayerInside(false),
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bInfoDialogueOpen(false)
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{
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}
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FSeedSaveData::FSeedSaveData(const ASeedCarousel* SeedActorRef)
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{
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if(!SeedActorRef) return;
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ObjectTransform = SeedActorRef->GetTransform();
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SeedGrowTime = SeedActorRef->SeedGrowTime;
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ProduceGrowTime = SeedActorRef->ProduceGrowTime;
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SeedAge = SeedActorRef->SeedAge;
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ProduceDaysSinceLastBloom = SeedActorRef->ProduceDaysSinceLastBloom;
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SeedWateredTimes = SeedActorRef->SeedWateredTimes;
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bBloomed = SeedActorRef->bBloomed;
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bWatered = SeedActorRef->bWatered;
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bPlanted = SeedActorRef->bPlanted;
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bDied = SeedActorRef->bDied;
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bPlayerInside = SeedActorRef->bPlayerInside;
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bInfoDialogueOpen = SeedActorRef->bInfoDialogueOpen;
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bHighQuality = SeedActorRef->bHighQuality;
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SeedAssetId = SeedActorRef->SeedAssetData->GetPrimaryAssetId();
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}
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void ASeedCarousel::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ASeedCarousel::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void ASeedCarousel::Water()
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{
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OnWatered.Broadcast();
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}
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void ASeedCarousel::LoadDataFromSaveStruct(FSeedSaveData& SaveStruct, UItemDatabase* ItemDatabase)
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{
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SeedGrowTime = SaveStruct.SeedGrowTime;
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ProduceGrowTime = SaveStruct.ProduceGrowTime;
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SeedAge = SaveStruct.SeedAge;
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ProduceDaysSinceLastBloom = SaveStruct.ProduceDaysSinceLastBloom;
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SeedWateredTimes = SaveStruct.SeedWateredTimes;
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bBloomed = SaveStruct.bBloomed;
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bWatered = SaveStruct.bWatered;
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bPlanted = SaveStruct.bPlanted;
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bDied = SaveStruct.bDied;
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bHighQuality = SaveStruct.bHighQuality;
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bPlayerInside = false;
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bInfoDialogueOpen = false;
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SeedAssetData = ItemDatabase->GetDataAssetFromId(SaveStruct.SeedAssetId);
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}
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void ASeedCarousel::SetSeedData(UItemDataAsset* InSeedAssetData)
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{
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if (!InSeedAssetData) return;
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SeedAssetData = InSeedAssetData;
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DataAssetId = InSeedAssetData->GetPrimaryAssetId();
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}
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bool ASeedCarousel::CanPlace()
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{
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/*if (UGameplayStatsComponent* GSC = UMainBlueprintFunctionLibrary::GetGameplayStatsComponentFromPlayer(this))
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{
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return GSC->GetGameplayStatValue(Stats::Energy) > 0;
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}*/
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return false;
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}
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@@ -1,137 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "DataAssets/ItemDataAsset.h"
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#include "GameFramework/Actor.h"
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#include "../GameObjects/RemovableStaticMeshActor.h"
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#include "SeedCarousel.generated.h"
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class UItemDatabase;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnWatered);
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USTRUCT(BlueprintType)
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struct FSeedSaveData {
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FTransform ObjectTransform;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 SeedGrowTime;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 ProduceGrowTime;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 SeedAge;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 ProduceDaysSinceLastBloom;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 SeedWateredTimes;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bBloomed;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bWatered;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bPlanted;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bDied;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bPlayerInside;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bInfoDialogueOpen;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FPrimaryAssetId SeedAssetId;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bHighQuality;
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FSeedSaveData();
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FSeedSaveData(const ASeedCarousel* SeedActorRef);
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};
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UCLASS()
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class PROJECTELERI_API ASeedCarousel : public ARemovableStaticMeshActor
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{
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GENERATED_BODY()
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virtual void BeginPlay() override;
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public:
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UPROPERTY(BlueprintAssignable)
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FOnWatered OnWatered;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 SeedGrowTime;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 ProduceGrowTime;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 SeedAge;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 ProduceDaysSinceLastBloom;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 SeedWateredTimes;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bBloomed;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bWatered;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bPlanted;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bDied;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bPlayerInside;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bInfoDialogueOpen;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UItemDataAsset* SeedAssetData;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bHighQuality;
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protected:
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void OnUpdatePlantEvent();
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UFUNCTION(BlueprintCallable)
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void Water();
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void LoadDataFromSaveStruct(FSeedSaveData& SaveStruct, UItemDatabase* ItemDatabase);
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UFUNCTION(BlueprintCallable)
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void SetSeedData(UItemDataAsset* InSeedAssetData);
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virtual bool CanPlace() override;
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};
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