2025-05-02 23:23:25 +07:00
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#pragma once
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#include "CoreMinimal.h"
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#include "Subsystems/WorldSubsystem.h"
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#include "EpisodeSubSystem.generated.h"
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2025-05-03 01:45:06 +07:00
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class AMujocoStaticMeshActor;
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2025-05-02 23:23:25 +07:00
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class ARobotPawn;
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UCLASS()
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class LUCKYWORLDV2_API UEpisodeSubSystem : public UWorldSubsystem
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{
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GENERATED_BODY()
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public:
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// Setup
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UEpisodeSubSystem();
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virtual void Initialize(FSubsystemCollectionBase& Collection);
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virtual void Deinitialize();
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virtual void Tick(float DeltaTime);
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// ---------------------
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// ------- START -------
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// ---------------------
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/**
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* Called by the UI when pressing the "Capture" button
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*/
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2025-05-03 01:45:06 +07:00
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void StartNewEpisodesSeries(int32 EpisodesCountIn);
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2025-05-02 23:23:25 +07:00
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private:
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2025-05-03 01:45:06 +07:00
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// ---------------------
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// ------- FLOW --------
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// ---------------------
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void StartEpisode();
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// ---------------------
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// ------- ROBOT -------
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// ---------------------
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// The state of capture - if true we should call the scene capture and data transfer
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bool bIsCapturing = false;
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2025-05-03 01:45:06 +07:00
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int32 EpisodesCount = 0;
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int32 CapturedEpisodes = 0;
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void FindEpisodeObjectFromScene();
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void FindRobotPawnFromScene();
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2025-05-02 23:23:25 +07:00
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UPROPERTY()
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TObjectPtr<ARobotPawn> CurrentRobot;
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2025-05-03 01:45:06 +07:00
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// The object that will serve for the episode
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TObjectPtr<AMujocoStaticMeshActor> EpisodeTargetObject;
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FTransform CurrentObjectBaseLocation = FTransform::Identity;
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FTransform CurrentObjectTargetLocation = FTransform::Identity;
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// --------------------
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// ------- DATA -------
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// --------------------
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// Noah here add anything you need
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void ConfigureDataCapture();
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void CreatePayload();
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void SendEpisodeData();
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2025-05-02 23:23:25 +07:00
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};
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2025-05-03 01:45:06 +07:00
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