You've already forked LuckyWorld
Optimize code to unreal style
This commit is contained in:
@ -5,19 +5,18 @@
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#include "GameModes/LuckyRobotsGameState.h"
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#include "Kismet/GameplayStatics.h"
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#include "UI/GameUserWidget.h"
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#include "Kismet/KismetSystemLibrary.h"
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void ULuckyRobotsGameInstance::DoSendMessage(FString SendValue)
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void ULuckyRobotsGameInstance::DoSendMessage(const FString& SendValue)
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{
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ALuckyRobotsGameState* LuckyRobotsGameState = Cast<ALuckyRobotsGameState>(UGameplayStatics::GetGameState(this));
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if (LuckyRobotsGameState)
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if (ALuckyRobotsGameState* GameState = Cast<ALuckyRobotsGameState>(UGameplayStatics::GetGameState(this)))
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{
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LuckyRobotsGameState->DoSendMessage(SendValue);
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GameState->DoSendMessage(SendValue);
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}
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DoLogItemAdd("Receive", SendValue, ELogItemType::Debug);
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DoLogItemAdd(TEXT("Receive"), SendValue, ELogItemType::Debug);
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}
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void ULuckyRobotsGameInstance::DoLogItemAdd(FString Topic, FString MsgText, ELogItemType LogItemType)
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void ULuckyRobotsGameInstance::DoLogItemAdd(const FString& Topic, const FString& MsgText, ELogItemType LogItemType)
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{
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if (GameUserWidget)
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{
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@ -27,15 +26,16 @@ void ULuckyRobotsGameInstance::DoLogItemAdd(FString Topic, FString MsgText, ELog
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void ULuckyRobotsGameInstance::SwitchGamePaused()
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{
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UGameplayStatics::SetGamePaused(this, !UGameplayStatics::IsGamePaused(this));
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bool bPaused = UGameplayStatics::IsGamePaused(this);
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UGameplayStatics::SetGamePaused(this, !bPaused);
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if (UGameplayStatics::IsGamePaused(this))
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if (!bPaused)
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{
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UKismetSystemLibrary::ExecuteConsoleCommand(this, "r.SceneRendering 0");
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UKismetSystemLibrary::ExecuteConsoleCommand(this, TEXT("r.SceneRendering 0"));
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}
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else
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{
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UKismetSystemLibrary::ExecuteConsoleCommand(this, "r.SceneRendering 1");
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UKismetSystemLibrary::ExecuteConsoleCommand(this, TEXT("r.SceneRendering 1"));
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}
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}
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@ -44,18 +44,19 @@ void ULuckyRobotsGameInstance::ClearTaskList()
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TaskList.Empty();
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}
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void ULuckyRobotsGameInstance::AddTask(FGoalsTaskData TaskData)
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void ULuckyRobotsGameInstance::AddTask(const FGoalsTaskData& TaskData)
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{
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TaskList.Add(TaskData);
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}
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void ULuckyRobotsGameInstance::RemoveTask(FGoalsTaskData TaskData)
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void ULuckyRobotsGameInstance::RemoveTask(const FGoalsTaskData& TaskData)
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{
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TaskList.Remove(TaskData);
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}
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void ULuckyRobotsGameInstance::RemoveTaskByGoalType(EGoalType GoalType)
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{
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for (auto Task : TaskList)
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for (const FGoalsTaskData& Task : TaskList)
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{
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if (Task.GoalType == GoalType)
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{
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@ -65,12 +66,12 @@ void ULuckyRobotsGameInstance::RemoveTaskByGoalType(EGoalType GoalType)
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}
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}
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int ULuckyRobotsGameInstance::GetTaskNum()
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int32 ULuckyRobotsGameInstance::GetTaskNum() const
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{
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return TaskList.Num();
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}
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void ULuckyRobotsGameInstance::SetTask(int Index, FGoalsTaskData TaskData)
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void ULuckyRobotsGameInstance::SetTask(int32 Index, const FGoalsTaskData& TaskData)
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{
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if (TaskList.IsValidIndex(Index))
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{
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@ -78,7 +79,7 @@ void ULuckyRobotsGameInstance::SetTask(int Index, FGoalsTaskData TaskData)
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}
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else
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{
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for (int i = TaskList.Num(); i < Index; i++)
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while (TaskList.Num() < Index)
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{
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FGoalsTaskData TempTaskData;
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AddTask(TempTaskData);
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@ -87,39 +88,37 @@ void ULuckyRobotsGameInstance::SetTask(int Index, FGoalsTaskData TaskData)
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}
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}
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bool ULuckyRobotsGameInstance::GetTask(int Index, FGoalsTaskData& TaskData)
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bool ULuckyRobotsGameInstance::GetTask(int32 Index, FGoalsTaskData& OutTaskData) const
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{
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if (TaskList.IsValidIndex(Index))
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{
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TaskData = TaskList[Index];
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OutTaskData = TaskList[Index];
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return true;
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}
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return false;
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}
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void ULuckyRobotsGameInstance::ReSetTaskList()
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{
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TArray<FGoalsTaskData> TempTaskList;
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for (auto Task : TaskList)
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for (FGoalsTaskData& Task : TaskList)
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{
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Task.bIsStart = false;
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Task.bIsStart = false;
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Task.bIsComplete = false;
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Task.bActive = false;
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TempTaskList.Add(Task);
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}
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TaskList = TempTaskList;
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}
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TArray<FGoalsTaskData> ULuckyRobotsGameInstance::GetTaskList()
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TArray<FGoalsTaskData> ULuckyRobotsGameInstance::GetTaskList() const
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{
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return TaskList;
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}
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void ULuckyRobotsGameInstance::DoSetTempTaskValueChange(bool IsClear)
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void ULuckyRobotsGameInstance::DoSetTempTaskValueChange(bool bIsClear)
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{
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if (IsClear)
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if (bIsClear)
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{
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ClearTaskList();
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}
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@ -134,133 +133,162 @@ void ULuckyRobotsGameInstance::DoSetTempTaskValueChange(bool IsClear)
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}
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}
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void ULuckyRobotsGameInstance::SetCurrentFolderName(FString FolderName)
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void ULuckyRobotsGameInstance::SetCurrentFolderName(const FString& FolderName)
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{
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CurrentCaptureSettingsData.FolderName = FText::FromString(FolderName);
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}
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void ULuckyRobotsGameInstance::SetCurrentFileName(FString FileName)
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void ULuckyRobotsGameInstance::SetCurrentFileName(const FString& FileName)
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{
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CurrentCaptureSettingsData.FileName = FText::FromString(FileName);
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}
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void ULuckyRobotsGameInstance::SetCurrentWritesPerSec(int WritesPerSec)
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void ULuckyRobotsGameInstance::SetCurrentWritesPerSec(int32 WritesPerSec)
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{
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CurrentCaptureSettingsData.WritesPerSec = FText::FromString(FString::FromInt(WritesPerSec));
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}
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void ULuckyRobotsGameInstance::SetCurrentIsScenario(bool IsScenario)
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{
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CurrentCaptureSettingsData.IsScenario = IsScenario;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomLight(bool bLight)
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{
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CurrentCaptureSettingsData.bLight = bLight;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomMaterials(bool bMaterials)
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{
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CurrentCaptureSettingsData.bMaterials = bMaterials;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomRobotPosition(bool bRobotPosition)
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{
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CurrentCaptureSettingsData.bRobotPosition = bRobotPosition;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomPets(bool bPets)
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{
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CurrentCaptureSettingsData.bPets = bPets;
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}
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void ULuckyRobotsGameInstance::SetCurrentPetsNumber(int PetsNumber)
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void ULuckyRobotsGameInstance::SetCurrentPetsNumber(int32 PetsNumber)
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{
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CurrentCaptureSettingsData.NumberOfPets = FText::FromString(FString::FromInt(PetsNumber));
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomPeople(bool bPeople)
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{
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CurrentCaptureSettingsData.bPeople = bPeople;
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}
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void ULuckyRobotsGameInstance::SetCurrentPeopleNumber(int PeopleNumber)
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void ULuckyRobotsGameInstance::SetCurrentPeopleNumber(int32 PeopleNumber)
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{
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CurrentCaptureSettingsData.NumberOfPeople = FText::FromString(FString::FromInt(PeopleNumber));
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomObjects(bool bObjects)
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{
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CurrentCaptureSettingsData.bObjects = bObjects;
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}
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void ULuckyRobotsGameInstance::SetCurrentObjectsNumber(int ObjectsNumber)
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void ULuckyRobotsGameInstance::SetCurrentObjectsNumber(int32 ObjectsNumber)
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{
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CurrentCaptureSettingsData.NumberOfObjects = FText::FromString(FString::FromInt(ObjectsNumber));
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}
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void ULuckyRobotsGameInstance::SetCurrentRandomMeshes(TArray<TSoftObjectPtr<UStaticMeshComponent>> RandomMeshes)
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void ULuckyRobotsGameInstance::SetCurrentRandomMeshes(const TArray<TSoftObjectPtr<UStaticMeshComponent>>& RandomMeshes)
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{
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CurrentCaptureSettingsData.RandomMeshes = RandomMeshes;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsInfiniteCapture(bool bInfiniteCapture)
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{
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CurrentCaptureSettingsData.bInfiniteCapture = bInfiniteCapture;
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}
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void ULuckyRobotsGameInstance::SetCurrentCaptureNumber(int CaptureNumber)
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void ULuckyRobotsGameInstance::SetCurrentCaptureNumber(int32 CaptureNumber)
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{
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CurrentCaptureSettingsData.NumberOfCaptures = FText::FromString(FString::FromInt(CaptureNumber));
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}
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FString ULuckyRobotsGameInstance::GetCurrentFolderName()
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FString ULuckyRobotsGameInstance::GetCurrentFolderName() const
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{
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return CurrentCaptureSettingsData.FolderName.ToString();
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}
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FString ULuckyRobotsGameInstance::GetCurrentFileName()
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FString ULuckyRobotsGameInstance::GetCurrentFileName() const
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{
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return CurrentCaptureSettingsData.FileName.ToString();
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}
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int ULuckyRobotsGameInstance::GetCurrentWritesPerSec()
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int32 ULuckyRobotsGameInstance::GetCurrentWritesPerSec() const
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.WritesPerSec.ToString()));
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return FCString::Atoi(*CurrentCaptureSettingsData.WritesPerSec.ToString());
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsScenario()
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bool ULuckyRobotsGameInstance::GetCurrentIsScenario() const
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{
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return CurrentCaptureSettingsData.IsScenario;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomLight()
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomLight() const
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{
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return CurrentCaptureSettingsData.bLight;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomMaterials()
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomMaterials() const
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{
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return CurrentCaptureSettingsData.bMaterials;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomRobotPosition()
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomRobotPosition() const
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{
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return CurrentCaptureSettingsData.bRobotPosition;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomPets()
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomPets() const
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{
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return CurrentCaptureSettingsData.bPets;
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}
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int ULuckyRobotsGameInstance::GetCurrentPetsNumber()
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int32 ULuckyRobotsGameInstance::GetCurrentPetsNumber() const
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfPets.ToString()));
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return FCString::Atoi(*CurrentCaptureSettingsData.NumberOfPets.ToString());
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomPeople()
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomPeople() const
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{
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return CurrentCaptureSettingsData.bPeople;
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}
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int ULuckyRobotsGameInstance::GetCurrentPeopleNumber()
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int32 ULuckyRobotsGameInstance::GetCurrentPeopleNumber() const
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfPeople.ToString()));
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return FCString::Atoi(*CurrentCaptureSettingsData.NumberOfPeople.ToString());
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomObjects()
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomObjects() const
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{
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return CurrentCaptureSettingsData.bObjects;
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}
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int ULuckyRobotsGameInstance::GetCurrentObjectsNumber()
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int32 ULuckyRobotsGameInstance::GetCurrentObjectsNumber() const
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfObjects.ToString()));
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return FCString::Atoi(*CurrentCaptureSettingsData.NumberOfObjects.ToString());
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}
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TArray<TSoftObjectPtr<UStaticMeshComponent>> ULuckyRobotsGameInstance::GetCurrentRandomMeshes()
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TArray<TSoftObjectPtr<UStaticMeshComponent>> ULuckyRobotsGameInstance::GetCurrentRandomMeshes() const
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{
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return CurrentCaptureSettingsData.RandomMeshes;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsInfiniteCapture()
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bool ULuckyRobotsGameInstance::GetCurrentIsInfiniteCapture() const
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{
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return CurrentCaptureSettingsData.bInfiniteCapture;
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}
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int ULuckyRobotsGameInstance::GetCurrentCaptureNumber()
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int32 ULuckyRobotsGameInstance::GetCurrentCaptureNumber() const
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfCaptures.ToString()));
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}
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return FCString::Atoi(*CurrentCaptureSettingsData.NumberOfCaptures.ToString());
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}
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@ -9,28 +9,28 @@
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ULuckyRobotsGameInstance* ULuckyRobotsFunctionLibrary::GetLuckyRobotsGameInstance(const UObject* WorldContextObject)
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{
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return Cast<ULuckyRobotsGameInstance>(WorldContextObject->GetWorld()->GetGameInstance());
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if (WorldContextObject && WorldContextObject->GetWorld())
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{
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return Cast<ULuckyRobotsGameInstance>(WorldContextObject->GetWorld()->GetGameInstance());
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}
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return nullptr;
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}
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TArray<FRobotData> ULuckyRobotsFunctionLibrary::GetActiveRobotDataList(const UObject* WorldContextObject)
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{
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TArray<FRobotData> RobotDataList;
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = GetLuckyRobotsGameInstance(WorldContextObject);
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if (LuckyRobotsGameInstance)
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if (ULuckyRobotsGameInstance* GameInstance = GetLuckyRobotsGameInstance(WorldContextObject))
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{
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if (LuckyRobotsGameInstance->RobotDataDataTable)
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if (GameInstance->RobotDataDataTable)
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{
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FString ContextString;
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TArray<FName> RowNames = LuckyRobotsGameInstance->RobotDataDataTable->GetRowNames();
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for (auto RowString : RowNames)
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TArray<FName> RowNames = GameInstance->RobotDataDataTable->GetRowNames();
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for (const FName& RowName : RowNames)
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{
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FRobotData* pRow = LuckyRobotsGameInstance->RobotDataDataTable->FindRow<FRobotData>(FName(RowString), ContextString);
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if (pRow)
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FRobotData* pRow = GameInstance->RobotDataDataTable->FindRow<FRobotData>(RowName, ContextString);
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if (pRow && pRow->bActive)
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{
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if (pRow->bActive)
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{
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RobotDataList.Add(*pRow);
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}
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RobotDataList.Add(*pRow);
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}
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}
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}
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@ -41,22 +41,18 @@ TArray<FRobotData> ULuckyRobotsFunctionLibrary::GetActiveRobotDataList(const UOb
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TArray<FLevelData> ULuckyRobotsFunctionLibrary::GetActiveLevelDataList(const UObject* WorldContextObject)
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{
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TArray<FLevelData> LevelDataList;
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = GetLuckyRobotsGameInstance(WorldContextObject);
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if (LuckyRobotsGameInstance)
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if (ULuckyRobotsGameInstance* GameInstance = GetLuckyRobotsGameInstance(WorldContextObject))
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{
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if (LuckyRobotsGameInstance->LevelDataTable)
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if (GameInstance->LevelDataTable)
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{
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FString ContextString;
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TArray<FName> RowNames = LuckyRobotsGameInstance->LevelDataTable->GetRowNames();
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for (auto RowString : RowNames)
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TArray<FName> RowNames = GameInstance->LevelDataTable->GetRowNames();
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for (const FName& RowName : RowNames)
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{
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FLevelData* pRow = LuckyRobotsGameInstance->LevelDataTable->FindRow<FLevelData>(FName(RowString), ContextString);
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if (pRow)
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FLevelData* pRow = GameInstance->LevelDataTable->FindRow<FLevelData>(RowName, ContextString);
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if (pRow && pRow->bActive)
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{
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if (pRow->bActive)
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{
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LevelDataList.Add(*pRow);
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}
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LevelDataList.Add(*pRow);
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}
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}
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}
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@ -66,14 +62,11 @@ TArray<FLevelData> ULuckyRobotsFunctionLibrary::GetActiveLevelDataList(const UOb
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void ULuckyRobotsFunctionLibrary::UpdateQualitySettings(const UObject* WorldContextObject)
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{
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = GetLuckyRobotsGameInstance(WorldContextObject);
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if (LuckyRobotsGameInstance)
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if (ULuckyRobotsGameInstance* GameInstance = GetLuckyRobotsGameInstance(WorldContextObject))
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{
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// Load game user settings and apply
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UGameUserSettings* GameUserSettings = GEngine->GetGameUserSettings();
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if (GameUserSettings)
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if (UGameUserSettings* GameUserSettings = GEngine->GetGameUserSettings())
|
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{
|
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GameUserSettings->SetOverallScalabilityLevel(int(LuckyRobotsGameInstance->CurrentSelectQuality));
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GameUserSettings->SetOverallScalabilityLevel(static_cast<int32>(GameInstance->CurrentSelectQuality));
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GameUserSettings->SaveSettings();
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GameUserSettings->ApplySettings(true);
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}
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@ -90,14 +83,12 @@ FCaptureSettingsData ULuckyRobotsFunctionLibrary::LoadCaptureSettings(const UObj
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DefaultCaptureSetting.NumberOfObjects = FText::FromString("1");
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DefaultCaptureSetting.NumberOfCaptures = FText::FromString("1");
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USG_CaptureSetting* SaveGame = nullptr;
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SaveGame = Cast<USG_CaptureSetting>(UGameplayStatics::LoadGameFromSlot("SGCaptureSettings", 0));
|
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USG_CaptureSetting* SaveGame = Cast<USG_CaptureSetting>(UGameplayStatics::LoadGameFromSlot("SGCaptureSettings", 0));
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if (SaveGame)
|
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{
|
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = GetLuckyRobotsGameInstance(WorldContextObject);
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if (LuckyRobotsGameInstance)
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if (ULuckyRobotsGameInstance* GameInstance = GetLuckyRobotsGameInstance(WorldContextObject))
|
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{
|
||||
LuckyRobotsGameInstance->CurrentCaptureSettingsData = SaveGame->CaptureSetting;
|
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GameInstance->CurrentCaptureSettingsData = SaveGame->CaptureSetting;
|
||||
}
|
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return SaveGame->CaptureSetting;
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}
|
||||
@ -116,22 +107,19 @@ FCaptureSettingsData ULuckyRobotsFunctionLibrary::LoadCaptureSettings(const UObj
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||||
|
||||
void ULuckyRobotsFunctionLibrary::SaveCaptureSettings(const UObject* WorldContextObject, FCaptureSettingsData CaptureSetting)
|
||||
{
|
||||
ULuckyRobotsGameInstance* LuckyRobotsGameInstance = GetLuckyRobotsGameInstance(WorldContextObject);
|
||||
if (LuckyRobotsGameInstance)
|
||||
if (ULuckyRobotsGameInstance* GameInstance = GetLuckyRobotsGameInstance(WorldContextObject))
|
||||
{
|
||||
LuckyRobotsGameInstance->CurrentCaptureSettingsData = CaptureSetting;
|
||||
GameInstance->CurrentCaptureSettingsData = CaptureSetting;
|
||||
}
|
||||
|
||||
USG_CaptureSetting* SaveGame = nullptr;
|
||||
SaveGame = Cast<USG_CaptureSetting>(UGameplayStatics::LoadGameFromSlot("SGCaptureSettings", 0));
|
||||
USG_CaptureSetting* 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -8,7 +8,6 @@
|
||||
void ALuckyRobotsGameMode::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
ULuckyRobotsFunctionLibrary::UpdateQualitySettings(this);
|
||||
}
|
||||
|
||||
@ -17,24 +16,21 @@ UClass* ALuckyRobotsGameMode::GetDefaultPawnClassForController_Implementation(AC
|
||||
UClass* RobotClass = Super::GetDefaultPawnClassForController_Implementation(InController);
|
||||
|
||||
ERobotsName CurrentRobot = ERobotsName::None;
|
||||
ULuckyRobotsGameInstance* LuckyRobotsGameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance());
|
||||
if (LuckyRobotsGameInstance)
|
||||
if (ULuckyRobotsGameInstance* GameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance()))
|
||||
{
|
||||
CurrentRobot = LuckyRobotsGameInstance->CurrentSelectRobot;
|
||||
CurrentRobot = GameInstance->CurrentSelectRobot;
|
||||
}
|
||||
if (CurrentRobot != ERobotsName::None)
|
||||
{
|
||||
TArray<FRobotData> ActiveRobotDataList = ULuckyRobotsFunctionLibrary::GetActiveRobotDataList(this);
|
||||
for (auto ActiveRobotData : ActiveRobotDataList)
|
||||
for (const FRobotData& RobotData : ActiveRobotDataList)
|
||||
{
|
||||
if (ActiveRobotData.Name == CurrentRobot)
|
||||
if (RobotData.Name == CurrentRobot)
|
||||
{
|
||||
RobotClass = ActiveRobotData.RobotClass;
|
||||
RobotClass = RobotData.RobotClass;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return RobotClass;
|
||||
}
|
||||
|
||||
|
@ -14,7 +14,6 @@ ALuckyRobotsGameState::ALuckyRobotsGameState()
|
||||
void ALuckyRobotsGameState::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
if (SocketIOClientComponent)
|
||||
{
|
||||
SocketIOClientComponent->Connect(L"http://localhost:3000/");
|
||||
@ -23,33 +22,25 @@ void ALuckyRobotsGameState::BeginPlay()
|
||||
|
||||
void ALuckyRobotsGameState::DoSendMessage(FString SendValue)
|
||||
{
|
||||
if (SocketIOClientComponent)
|
||||
if (SocketIOClientComponent && SocketIOClientComponent->bIsConnected)
|
||||
{
|
||||
if (SocketIOClientComponent->bIsConnected)
|
||||
{
|
||||
USIOJsonValue* SIOJsonValue = USIOJsonValue::ConstructJsonValueString(this, SendValue);
|
||||
SocketIOClientComponent->Emit("message", SIOJsonValue);
|
||||
}
|
||||
USIOJsonValue* SIOJsonValue = USIOJsonValue::ConstructJsonValueString(this, SendValue);
|
||||
SocketIOClientComponent->Emit(TEXT("message"), SIOJsonValue);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ALuckyRobotsGameState::DoSocketOnConnect(FString SocketId, FString SessionId, bool IsReconnection)
|
||||
{
|
||||
if (SocketIOClientComponent)
|
||||
if (SocketIOClientComponent && SocketIOClientComponent->bIsConnected)
|
||||
{
|
||||
if (SocketIOClientComponent->bIsConnected)
|
||||
{
|
||||
SocketIOClientComponent->BindEventToGenericEvent("response");
|
||||
}
|
||||
SocketIOClientComponent->BindEventToGenericEvent(TEXT("response"));
|
||||
}
|
||||
}
|
||||
|
||||
void ALuckyRobotsGameState::DoSocketOnGenericEvent(FString EventName, USIOJsonValue* EventData)
|
||||
{
|
||||
ULuckyRobotsGameInstance* LuckyRobotsGameInstance = ULuckyRobotsFunctionLibrary::GetLuckyRobotsGameInstance(this);
|
||||
if (LuckyRobotsGameInstance)
|
||||
if (ULuckyRobotsGameInstance* GameInstance = ULuckyRobotsFunctionLibrary::GetLuckyRobotsGameInstance(this))
|
||||
{
|
||||
LuckyRobotsGameInstance->DoGetDispatch(EventName, EventData);
|
||||
GameInstance->DoGetDispatch(EventName, EventData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9,7 +9,6 @@
|
||||
void UMainScreenUserWidget::NativeConstruct()
|
||||
{
|
||||
Super::NativeConstruct();
|
||||
|
||||
InitData();
|
||||
}
|
||||
|
||||
@ -18,132 +17,121 @@ void UMainScreenUserWidget::InitData()
|
||||
InitRobotData();
|
||||
InitLevelData();
|
||||
|
||||
ULuckyRobotsGameInstance* LuckyRobotsGameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance());
|
||||
if (LuckyRobotsGameInstance)
|
||||
if (ULuckyRobotsGameInstance* GameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance()))
|
||||
{
|
||||
iCurrentSelectQuality = int(LuckyRobotsGameInstance->CurrentSelectQuality);
|
||||
CurrentQualityIndex = static_cast<int32>(GameInstance->CurrentSelectQuality);
|
||||
}
|
||||
}
|
||||
|
||||
void UMainScreenUserWidget::InitRobotData()
|
||||
{
|
||||
RobotDataList = ULuckyRobotsFunctionLibrary::GetActiveRobotDataList(this);
|
||||
|
||||
iCurrentSelectRobot = 0;
|
||||
CurrentRobotIndex = 0;
|
||||
UpdateSelectRobot();
|
||||
}
|
||||
|
||||
void UMainScreenUserWidget::InitLevelData()
|
||||
{
|
||||
LevelDataList = ULuckyRobotsFunctionLibrary::GetActiveLevelDataList(this);
|
||||
|
||||
FRobotData CurrentRobotData = GetCurrentRobotData();
|
||||
if (CurrentRobotData.Name != ERobotsName::None)
|
||||
{
|
||||
TArray<FLevelData> ActiveLevelDataList = LevelDataList;
|
||||
|
||||
LevelDataList.Empty();
|
||||
for (auto ActiveLevelData : ActiveLevelDataList)
|
||||
TArray<FLevelData> FilteredLevels;
|
||||
for (const FLevelData& LevelData : LevelDataList)
|
||||
{
|
||||
if (ActiveLevelData.RobotTypeList.Find(CurrentRobotData.RobotType) >= 0)
|
||||
if (LevelData.RobotTypeList.Contains(CurrentRobotData.RobotType))
|
||||
{
|
||||
LevelDataList.Add(ActiveLevelData);
|
||||
FilteredLevels.Add(LevelData);
|
||||
}
|
||||
}
|
||||
LevelDataList = FilteredLevels;
|
||||
}
|
||||
|
||||
iCurrentSelectLevel = 0;
|
||||
CurrentLevelIndex = 0;
|
||||
UpdateSelectLevel();
|
||||
}
|
||||
|
||||
FRobotData UMainScreenUserWidget::GetCurrentRobotData()
|
||||
FRobotData UMainScreenUserWidget::GetCurrentRobotData() const
|
||||
{
|
||||
FRobotData CurrentRobotData;
|
||||
if (RobotDataList.IsValidIndex(iCurrentSelectRobot))
|
||||
if (RobotDataList.IsValidIndex(CurrentRobotIndex))
|
||||
{
|
||||
CurrentRobotData = RobotDataList[iCurrentSelectRobot];
|
||||
return RobotDataList[CurrentRobotIndex];
|
||||
}
|
||||
return CurrentRobotData;
|
||||
return FRobotData();
|
||||
}
|
||||
|
||||
FLevelData UMainScreenUserWidget::GetCurrentLevelData()
|
||||
FLevelData UMainScreenUserWidget::GetCurrentLevelData() const
|
||||
{
|
||||
FLevelData CurrentLevelData;
|
||||
if (LevelDataList.IsValidIndex(iCurrentSelectLevel))
|
||||
if (LevelDataList.IsValidIndex(CurrentLevelIndex))
|
||||
{
|
||||
CurrentLevelData = LevelDataList[iCurrentSelectLevel];
|
||||
return LevelDataList[CurrentLevelIndex];
|
||||
}
|
||||
return CurrentLevelData;
|
||||
return FLevelData();
|
||||
}
|
||||
|
||||
void UMainScreenUserWidget::SelectNextRobot()
|
||||
{
|
||||
iCurrentSelectRobot = FMath::Clamp(iCurrentSelectRobot + 1, 0, RobotDataList.Num() - 1);
|
||||
CurrentRobotIndex = FMath::Clamp(CurrentRobotIndex + 1, 0, RobotDataList.Num() - 1);
|
||||
UpdateSelectRobot();
|
||||
}
|
||||
|
||||
void UMainScreenUserWidget::SelectPreviousRobot()
|
||||
{
|
||||
iCurrentSelectRobot = FMath::Clamp(iCurrentSelectRobot - 1, 0, RobotDataList.Num() - 1);
|
||||
CurrentRobotIndex = FMath::Clamp(CurrentRobotIndex - 1, 0, RobotDataList.Num() - 1);
|
||||
UpdateSelectRobot();
|
||||
}
|
||||
|
||||
void UMainScreenUserWidget::SelectNextLevel()
|
||||
{
|
||||
iCurrentSelectLevel = FMath::Clamp(iCurrentSelectLevel + 1, 0, LevelDataList.Num() - 1);
|
||||
CurrentLevelIndex = FMath::Clamp(CurrentLevelIndex + 1, 0, LevelDataList.Num() - 1);
|
||||
UpdateSelectLevel();
|
||||
}
|
||||
|
||||
void UMainScreenUserWidget::SelectPreviousLevel()
|
||||
{
|
||||
iCurrentSelectLevel = FMath::Clamp(iCurrentSelectLevel - 1, 0, LevelDataList.Num() - 1);
|
||||
CurrentLevelIndex = FMath::Clamp(CurrentLevelIndex - 1, 0, LevelDataList.Num() - 1);
|
||||
UpdateSelectLevel();
|
||||
}
|
||||
|
||||
void UMainScreenUserWidget::SelectNextQuality()
|
||||
{
|
||||
UEnum* QualityEnum = StaticEnum<EQualityEnum>();
|
||||
int QualityEnumNum = QualityEnum->NumEnums() - 1;
|
||||
iCurrentSelectQuality = FMath::Clamp(iCurrentSelectQuality - 1, 0, QualityEnumNum - 1);
|
||||
|
||||
int32 EnumCount = QualityEnum->NumEnums() - 1;
|
||||
CurrentQualityIndex = FMath::Clamp(CurrentQualityIndex - 1, 0, EnumCount - 1);
|
||||
UpdateSelectQuality();
|
||||
}
|
||||
|
||||
void UMainScreenUserWidget::SelectPreviousQuality()
|
||||
{
|
||||
UEnum* QualityEnum = StaticEnum<EQualityEnum>();
|
||||
int QualityEnumNum = QualityEnum->NumEnums() - 1;
|
||||
iCurrentSelectQuality = FMath::Clamp(iCurrentSelectQuality + 1, 0, QualityEnumNum - 1);
|
||||
|
||||
int32 EnumCount = QualityEnum->NumEnums() - 1;
|
||||
CurrentQualityIndex = FMath::Clamp(CurrentQualityIndex + 1, 0, EnumCount - 1);
|
||||
UpdateSelectQuality();
|
||||
}
|
||||
|
||||
void UMainScreenUserWidget::UpdateSelectRobot()
|
||||
{
|
||||
ULuckyRobotsGameInstance* LuckyRobotsGameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance());
|
||||
if (LuckyRobotsGameInstance)
|
||||
if (ULuckyRobotsGameInstance* GameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance()))
|
||||
{
|
||||
LuckyRobotsGameInstance->CurrentSelectRobot = GetCurrentRobotData().Name;
|
||||
GameInstance->CurrentSelectRobot = GetCurrentRobotData().Name;
|
||||
}
|
||||
BPUpdateSelectRobot();
|
||||
InitLevelData();
|
||||
}
|
||||
|
||||
void UMainScreenUserWidget::UpdateSelectLevel()
|
||||
{
|
||||
ULuckyRobotsGameInstance* LuckyRobotsGameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance());
|
||||
if (LuckyRobotsGameInstance)
|
||||
if (ULuckyRobotsGameInstance* GameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance()))
|
||||
{
|
||||
LuckyRobotsGameInstance->CurrentSelectLevel = GetCurrentLevelData().LevelEnum;
|
||||
GameInstance->CurrentSelectLevel = GetCurrentLevelData().LevelEnum;
|
||||
}
|
||||
BPUpdateSelectLevel();
|
||||
}
|
||||
|
||||
void UMainScreenUserWidget::UpdateSelectQuality()
|
||||
{
|
||||
ULuckyRobotsGameInstance* LuckyRobotsGameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance());
|
||||
if (LuckyRobotsGameInstance)
|
||||
if (ULuckyRobotsGameInstance* GameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance()))
|
||||
{
|
||||
LuckyRobotsGameInstance->CurrentSelectQuality = static_cast<EQualityEnum>(iCurrentSelectQuality);
|
||||
GameInstance->CurrentSelectQuality = static_cast<EQualityEnum>(CurrentQualityIndex);
|
||||
}
|
||||
BPUpdateSelectQuality();
|
||||
}
|
||||
}
|
||||
|
@ -2,16 +2,13 @@
|
||||
|
||||
|
||||
#include "UI/GameUserWidget.h"
|
||||
#include "FunctionLibraries/LuckyRobotsFunctionLibrary.h"
|
||||
#include "Core/LuckyRobotsGameInstance.h"
|
||||
|
||||
void UGameUserWidget::NativeConstruct()
|
||||
{
|
||||
Super::NativeConstruct();
|
||||
|
||||
ULuckyRobotsGameInstance* LuckyRobotsGameInstance = ULuckyRobotsFunctionLibrary::GetLuckyRobotsGameInstance(this);
|
||||
if (LuckyRobotsGameInstance)
|
||||
if (ULuckyRobotsGameInstance* GameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance()))
|
||||
{
|
||||
LuckyRobotsGameInstance->GameUserWidget = this;
|
||||
GameInstance->GameUserWidget = this;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user