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FT - EpisodeSubSystem
+ Integrate DataTransfer plugin into project + Raw architecture of EpisodeSubSystem
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51
Source/LuckyWorldV2/Private/Episode/EpisodeSubSystem.cpp
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51
Source/LuckyWorldV2/Private/Episode/EpisodeSubSystem.cpp
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#include "Episode/EpisodeSubSystem.h"
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UEpisodeSubSystem::UEpisodeSubSystem()
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{
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}
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void UEpisodeSubSystem::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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}
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void UEpisodeSubSystem::Deinitialize()
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{
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Super::Deinitialize();
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}
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void UEpisodeSubSystem::Tick(float DeltaTime)
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{
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// if capture has started
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if (!bIsCapturing) return;
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// Flow that we need to figure out
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// ProceduralSceneController - is object spawned? -> If not spawn it
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// if object spawned && !robot.hasTarget -> Robot -> SetTarget
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// if object.IsSpawned && robot.hasTarget -> Capture and send data
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// ProceduralSceneController -> is object collected?
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// How to reset the episode?
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}
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void UEpisodeSubSystem::StartNewEpisode()
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{
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// Noah
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// Configure the DataTransfer -> Use CurrentRobot->Cameras
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// Start the Capture
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// Make specs for JB to add API on the robot data
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// JB
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// Find the current Robot in Scene
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// Store as CurrentRobot
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// Order the robot to go fetch an object
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// Both of us once we finished our own tasks and synced
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// - Spawn the shape at random locations -> might need another controller like ProceduralSceneSubSystem?
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// - Add the timestamp debug component on the scene to check if the rendered frame and the data are in sync
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// TODO Which Tick is responsible of the scene capture?
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bIsCapturing = true;
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}
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