Optimize CaptureSetting, GoalTask, etc.

This commit is contained in:
martinluckyrobots
2025-04-02 13:40:55 +08:00
parent 1ee9f9f209
commit 4b116bf9da
5 changed files with 311 additions and 9 deletions

View File

@ -4,6 +4,8 @@
#include "LuckyRobotsFunctionLibrary.h"
#include "LuckyRobotsGameInstance.h"
#include "GameFramework/GameUserSettings.h"
#include "Kismet/GameplayStatics.h"
#include "SG_CaptureSetting.h"
ULuckyRobotsGameInstance* ULuckyRobotsFunctionLibrary::GetLuckyRobotsGameInstance(const UObject* WorldContextObject)
{
@ -76,4 +78,49 @@ void ULuckyRobotsFunctionLibrary::UpdateQualitySettings(const UObject* WorldCont
GameUserSettings->ApplySettings(true);
}
}
}
FCaptureSettingsData ULuckyRobotsFunctionLibrary::LoadCaptureSettings()
{
FCaptureSettingsData DefaultCaptureSetting;
DefaultCaptureSetting.FolderName = FText::FromString("robotdata");
DefaultCaptureSetting.FileName = FText::FromString("FILE");
DefaultCaptureSetting.WritesPerSec = FText::FromString("1");
DefaultCaptureSetting.NumberOfPeople = FText::FromString("1");
DefaultCaptureSetting.NumberOfObjects = FText::FromString("1");
DefaultCaptureSetting.NumberOfCaptures = FText::FromString("1");
USG_CaptureSetting* SaveGame = nullptr;
SaveGame = Cast<USG_CaptureSetting>(UGameplayStatics::LoadGameFromSlot("SGCaptureSettings", 0));
if (SaveGame)
{
return SaveGame->CaptureSetting;
}
else
{
SaveGame = Cast<USG_CaptureSetting>(UGameplayStatics::CreateSaveGameObject(USG_CaptureSetting::StaticClass()));
if (SaveGame)
{
SaveGame->CaptureSetting = DefaultCaptureSetting;
UGameplayStatics::SaveGameToSlot(SaveGame, "SGCaptureSettings", 0);
}
}
return DefaultCaptureSetting;
}
void ULuckyRobotsFunctionLibrary::SaveCaptureSettings(FCaptureSettingsData CaptureSetting)
{
USG_CaptureSetting* SaveGame = nullptr;
SaveGame = Cast<USG_CaptureSetting>(UGameplayStatics::LoadGameFromSlot("SGCaptureSettings", 0));
if (!SaveGame)
{
SaveGame = Cast<USG_CaptureSetting>(UGameplayStatics::CreateSaveGameObject(USG_CaptureSetting::StaticClass()));
}
if (SaveGame)
{
SaveGame->CaptureSetting = CaptureSetting;
UGameplayStatics::SaveGameToSlot(SaveGame, "SGCaptureSettings", 0);
}
}

View File

@ -3,3 +3,80 @@
#include "LuckyRobotsGameInstance.h"
void ULuckyRobotsGameInstance::ClearTaskList()
{
TaskList.Empty();
}
void ULuckyRobotsGameInstance::AddTask(FGoalsTaskData TaskData)
{
TaskList.Add(TaskData);
}
void ULuckyRobotsGameInstance::RemoveTask(FGoalsTaskData TaskData)
{
TaskList.Remove(TaskData);
}
void ULuckyRobotsGameInstance::RemoveTaskByGoalType(EGoalType GoalType)
{
for (auto Task : TaskList)
{
if (Task.GoalType == GoalType)
{
RemoveTask(Task);
break;
}
}
}
int ULuckyRobotsGameInstance::GetTaskNum()
{
return TaskList.Num();
}
void ULuckyRobotsGameInstance::SetTask(int Index, FGoalsTaskData TaskData)
{
if (TaskList.IsValidIndex(Index))
{
TaskList[Index] = TaskData;
}
else
{
for (int i = TaskList.Num(); i < Index; i++)
{
FGoalsTaskData TempTaskData;
AddTask(TempTaskData);
}
AddTask(TaskData);
}
}
bool ULuckyRobotsGameInstance::GetTask(int Index, FGoalsTaskData& TaskData)
{
if (TaskList.IsValidIndex(Index))
{
TaskData = TaskList[Index];
return true;
}
return false;
}
void ULuckyRobotsGameInstance::ReSetTaskList()
{
TArray<FGoalsTaskData> TempTaskList;
for (auto Task : TaskList)
{
Task.bIsStart = false;
Task.bIsStart = false;
Task.bActive = false;
TempTaskList.Add(Task);
}
TaskList = TempTaskList;
}
TArray<FGoalsTaskData> ULuckyRobotsGameInstance::GetTaskList()
{
return TaskList;
}