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Optimizing gameinstance
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@ -7,6 +7,9 @@
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#include "SharedDef.h"
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#include "LuckyRobotsGameInstance.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnMessageDispatched, const FString&, Message);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnRandomMeshesUpdated);
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class USIOJsonValue;
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class UGameUserWidget;
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/**
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@ -128,6 +131,13 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FLuckyCode> LuckyCodeList;
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public:
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UPROPERTY(BlueprintCallable, BlueprintAssignable, Category = "Event")
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FOnMessageDispatched OnMessageDispatched;
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UPROPERTY(BlueprintCallable, BlueprintAssignable, Category = "Event")
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FOnRandomMeshesUpdated OnRandomMeshesUpdated;
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public:
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UFUNCTION(BlueprintCallable)
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void DoSendMessage(const FString& SendValue);
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@ -190,6 +200,9 @@ public:
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UFUNCTION(BlueprintPure, Category = "Selectable Items")
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TArray<FSelectableItemData> GetSelectableItemList(EItemCategory ItemCategory);
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UFUNCTION(BlueprintCallable)
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void GetMessageParse(FString Json);
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public:
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UFUNCTION(BlueprintCallable)
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void SetCurrentFolderName(const FString& FolderName);
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@ -295,7 +308,4 @@ public:
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UFUNCTION(BlueprintPure)
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int32 GetWidgetTotalHit() const;
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public:
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UFUNCTION(BlueprintImplementableEvent)
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void DoGetDispatch(const FString& EventName, USIOJsonValue* EventData);
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};
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