Optimize code to unreal style

This commit is contained in:
martinluckyrobots
2025-04-07 11:32:45 +08:00
parent 5d8e225db5
commit 4d4026d9ad
19 changed files with 306 additions and 315 deletions

View File

@ -5,19 +5,18 @@
#include "GameModes/LuckyRobotsGameState.h"
#include "Kismet/GameplayStatics.h"
#include "UI/GameUserWidget.h"
#include "Kismet/KismetSystemLibrary.h"
void ULuckyRobotsGameInstance::DoSendMessage(FString SendValue)
void ULuckyRobotsGameInstance::DoSendMessage(const FString& SendValue)
{
ALuckyRobotsGameState* LuckyRobotsGameState = Cast<ALuckyRobotsGameState>(UGameplayStatics::GetGameState(this));
if (LuckyRobotsGameState)
if (ALuckyRobotsGameState* GameState = Cast<ALuckyRobotsGameState>(UGameplayStatics::GetGameState(this)))
{
LuckyRobotsGameState->DoSendMessage(SendValue);
GameState->DoSendMessage(SendValue);
}
DoLogItemAdd("Receive", SendValue, ELogItemType::Debug);
DoLogItemAdd(TEXT("Receive"), SendValue, ELogItemType::Debug);
}
void ULuckyRobotsGameInstance::DoLogItemAdd(FString Topic, FString MsgText, ELogItemType LogItemType)
void ULuckyRobotsGameInstance::DoLogItemAdd(const FString& Topic, const FString& MsgText, ELogItemType LogItemType)
{
if (GameUserWidget)
{
@ -27,15 +26,16 @@ void ULuckyRobotsGameInstance::DoLogItemAdd(FString Topic, FString MsgText, ELog
void ULuckyRobotsGameInstance::SwitchGamePaused()
{
UGameplayStatics::SetGamePaused(this, !UGameplayStatics::IsGamePaused(this));
bool bPaused = UGameplayStatics::IsGamePaused(this);
UGameplayStatics::SetGamePaused(this, !bPaused);
if (UGameplayStatics::IsGamePaused(this))
if (!bPaused)
{
UKismetSystemLibrary::ExecuteConsoleCommand(this, "r.SceneRendering 0");
UKismetSystemLibrary::ExecuteConsoleCommand(this, TEXT("r.SceneRendering 0"));
}
else
{
UKismetSystemLibrary::ExecuteConsoleCommand(this, "r.SceneRendering 1");
UKismetSystemLibrary::ExecuteConsoleCommand(this, TEXT("r.SceneRendering 1"));
}
}
@ -44,18 +44,19 @@ void ULuckyRobotsGameInstance::ClearTaskList()
TaskList.Empty();
}
void ULuckyRobotsGameInstance::AddTask(FGoalsTaskData TaskData)
void ULuckyRobotsGameInstance::AddTask(const FGoalsTaskData& TaskData)
{
TaskList.Add(TaskData);
}
void ULuckyRobotsGameInstance::RemoveTask(FGoalsTaskData TaskData)
void ULuckyRobotsGameInstance::RemoveTask(const FGoalsTaskData& TaskData)
{
TaskList.Remove(TaskData);
}
void ULuckyRobotsGameInstance::RemoveTaskByGoalType(EGoalType GoalType)
{
for (auto Task : TaskList)
for (const FGoalsTaskData& Task : TaskList)
{
if (Task.GoalType == GoalType)
{
@ -65,12 +66,12 @@ void ULuckyRobotsGameInstance::RemoveTaskByGoalType(EGoalType GoalType)
}
}
int ULuckyRobotsGameInstance::GetTaskNum()
int32 ULuckyRobotsGameInstance::GetTaskNum() const
{
return TaskList.Num();
}
void ULuckyRobotsGameInstance::SetTask(int Index, FGoalsTaskData TaskData)
void ULuckyRobotsGameInstance::SetTask(int32 Index, const FGoalsTaskData& TaskData)
{
if (TaskList.IsValidIndex(Index))
{
@ -78,7 +79,7 @@ void ULuckyRobotsGameInstance::SetTask(int Index, FGoalsTaskData TaskData)
}
else
{
for (int i = TaskList.Num(); i < Index; i++)
while (TaskList.Num() < Index)
{
FGoalsTaskData TempTaskData;
AddTask(TempTaskData);
@ -87,39 +88,37 @@ void ULuckyRobotsGameInstance::SetTask(int Index, FGoalsTaskData TaskData)
}
}
bool ULuckyRobotsGameInstance::GetTask(int Index, FGoalsTaskData& TaskData)
bool ULuckyRobotsGameInstance::GetTask(int32 Index, FGoalsTaskData& OutTaskData) const
{
if (TaskList.IsValidIndex(Index))
{
TaskData = TaskList[Index];
OutTaskData = TaskList[Index];
return true;
}
return false;
}
void ULuckyRobotsGameInstance::ReSetTaskList()
{
TArray<FGoalsTaskData> TempTaskList;
for (auto Task : TaskList)
for (FGoalsTaskData& Task : TaskList)
{
Task.bIsStart = false;
Task.bIsStart = false;
Task.bIsComplete = false;
Task.bActive = false;
TempTaskList.Add(Task);
}
TaskList = TempTaskList;
}
TArray<FGoalsTaskData> ULuckyRobotsGameInstance::GetTaskList()
TArray<FGoalsTaskData> ULuckyRobotsGameInstance::GetTaskList() const
{
return TaskList;
}
void ULuckyRobotsGameInstance::DoSetTempTaskValueChange(bool IsClear)
void ULuckyRobotsGameInstance::DoSetTempTaskValueChange(bool bIsClear)
{
if (IsClear)
if (bIsClear)
{
ClearTaskList();
}
@ -134,133 +133,162 @@ void ULuckyRobotsGameInstance::DoSetTempTaskValueChange(bool IsClear)
}
}
void ULuckyRobotsGameInstance::SetCurrentFolderName(FString FolderName)
void ULuckyRobotsGameInstance::SetCurrentFolderName(const FString& FolderName)
{
CurrentCaptureSettingsData.FolderName = FText::FromString(FolderName);
}
void ULuckyRobotsGameInstance::SetCurrentFileName(FString FileName)
void ULuckyRobotsGameInstance::SetCurrentFileName(const FString& FileName)
{
CurrentCaptureSettingsData.FileName = FText::FromString(FileName);
}
void ULuckyRobotsGameInstance::SetCurrentWritesPerSec(int WritesPerSec)
void ULuckyRobotsGameInstance::SetCurrentWritesPerSec(int32 WritesPerSec)
{
CurrentCaptureSettingsData.WritesPerSec = FText::FromString(FString::FromInt(WritesPerSec));
}
void ULuckyRobotsGameInstance::SetCurrentIsScenario(bool IsScenario)
{
CurrentCaptureSettingsData.IsScenario = IsScenario;
}
void ULuckyRobotsGameInstance::SetCurrentIsRandomLight(bool bLight)
{
CurrentCaptureSettingsData.bLight = bLight;
}
void ULuckyRobotsGameInstance::SetCurrentIsRandomMaterials(bool bMaterials)
{
CurrentCaptureSettingsData.bMaterials = bMaterials;
}
void ULuckyRobotsGameInstance::SetCurrentIsRandomRobotPosition(bool bRobotPosition)
{
CurrentCaptureSettingsData.bRobotPosition = bRobotPosition;
}
void ULuckyRobotsGameInstance::SetCurrentIsRandomPets(bool bPets)
{
CurrentCaptureSettingsData.bPets = bPets;
}
void ULuckyRobotsGameInstance::SetCurrentPetsNumber(int PetsNumber)
void ULuckyRobotsGameInstance::SetCurrentPetsNumber(int32 PetsNumber)
{
CurrentCaptureSettingsData.NumberOfPets = FText::FromString(FString::FromInt(PetsNumber));
}
void ULuckyRobotsGameInstance::SetCurrentIsRandomPeople(bool bPeople)
{
CurrentCaptureSettingsData.bPeople = bPeople;
}
void ULuckyRobotsGameInstance::SetCurrentPeopleNumber(int PeopleNumber)
void ULuckyRobotsGameInstance::SetCurrentPeopleNumber(int32 PeopleNumber)
{
CurrentCaptureSettingsData.NumberOfPeople = FText::FromString(FString::FromInt(PeopleNumber));
}
void ULuckyRobotsGameInstance::SetCurrentIsRandomObjects(bool bObjects)
{
CurrentCaptureSettingsData.bObjects = bObjects;
}
void ULuckyRobotsGameInstance::SetCurrentObjectsNumber(int ObjectsNumber)
void ULuckyRobotsGameInstance::SetCurrentObjectsNumber(int32 ObjectsNumber)
{
CurrentCaptureSettingsData.NumberOfObjects = FText::FromString(FString::FromInt(ObjectsNumber));
}
void ULuckyRobotsGameInstance::SetCurrentRandomMeshes(TArray<TSoftObjectPtr<UStaticMeshComponent>> RandomMeshes)
void ULuckyRobotsGameInstance::SetCurrentRandomMeshes(const TArray<TSoftObjectPtr<UStaticMeshComponent>>& RandomMeshes)
{
CurrentCaptureSettingsData.RandomMeshes = RandomMeshes;
}
void ULuckyRobotsGameInstance::SetCurrentIsInfiniteCapture(bool bInfiniteCapture)
{
CurrentCaptureSettingsData.bInfiniteCapture = bInfiniteCapture;
}
void ULuckyRobotsGameInstance::SetCurrentCaptureNumber(int CaptureNumber)
void ULuckyRobotsGameInstance::SetCurrentCaptureNumber(int32 CaptureNumber)
{
CurrentCaptureSettingsData.NumberOfCaptures = FText::FromString(FString::FromInt(CaptureNumber));
}
FString ULuckyRobotsGameInstance::GetCurrentFolderName()
FString ULuckyRobotsGameInstance::GetCurrentFolderName() const
{
return CurrentCaptureSettingsData.FolderName.ToString();
}
FString ULuckyRobotsGameInstance::GetCurrentFileName()
FString ULuckyRobotsGameInstance::GetCurrentFileName() const
{
return CurrentCaptureSettingsData.FileName.ToString();
}
int ULuckyRobotsGameInstance::GetCurrentWritesPerSec()
int32 ULuckyRobotsGameInstance::GetCurrentWritesPerSec() const
{
return FCString::Atoi(*(CurrentCaptureSettingsData.WritesPerSec.ToString()));
return FCString::Atoi(*CurrentCaptureSettingsData.WritesPerSec.ToString());
}
bool ULuckyRobotsGameInstance::GetCurrentIsScenario()
bool ULuckyRobotsGameInstance::GetCurrentIsScenario() const
{
return CurrentCaptureSettingsData.IsScenario;
}
bool ULuckyRobotsGameInstance::GetCurrentIsRandomLight()
bool ULuckyRobotsGameInstance::GetCurrentIsRandomLight() const
{
return CurrentCaptureSettingsData.bLight;
}
bool ULuckyRobotsGameInstance::GetCurrentIsRandomMaterials()
bool ULuckyRobotsGameInstance::GetCurrentIsRandomMaterials() const
{
return CurrentCaptureSettingsData.bMaterials;
}
bool ULuckyRobotsGameInstance::GetCurrentIsRandomRobotPosition()
bool ULuckyRobotsGameInstance::GetCurrentIsRandomRobotPosition() const
{
return CurrentCaptureSettingsData.bRobotPosition;
}
bool ULuckyRobotsGameInstance::GetCurrentIsRandomPets()
bool ULuckyRobotsGameInstance::GetCurrentIsRandomPets() const
{
return CurrentCaptureSettingsData.bPets;
}
int ULuckyRobotsGameInstance::GetCurrentPetsNumber()
int32 ULuckyRobotsGameInstance::GetCurrentPetsNumber() const
{
return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfPets.ToString()));
return FCString::Atoi(*CurrentCaptureSettingsData.NumberOfPets.ToString());
}
bool ULuckyRobotsGameInstance::GetCurrentIsRandomPeople()
bool ULuckyRobotsGameInstance::GetCurrentIsRandomPeople() const
{
return CurrentCaptureSettingsData.bPeople;
}
int ULuckyRobotsGameInstance::GetCurrentPeopleNumber()
int32 ULuckyRobotsGameInstance::GetCurrentPeopleNumber() const
{
return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfPeople.ToString()));
return FCString::Atoi(*CurrentCaptureSettingsData.NumberOfPeople.ToString());
}
bool ULuckyRobotsGameInstance::GetCurrentIsRandomObjects()
bool ULuckyRobotsGameInstance::GetCurrentIsRandomObjects() const
{
return CurrentCaptureSettingsData.bObjects;
}
int ULuckyRobotsGameInstance::GetCurrentObjectsNumber()
int32 ULuckyRobotsGameInstance::GetCurrentObjectsNumber() const
{
return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfObjects.ToString()));
return FCString::Atoi(*CurrentCaptureSettingsData.NumberOfObjects.ToString());
}
TArray<TSoftObjectPtr<UStaticMeshComponent>> ULuckyRobotsGameInstance::GetCurrentRandomMeshes()
TArray<TSoftObjectPtr<UStaticMeshComponent>> ULuckyRobotsGameInstance::GetCurrentRandomMeshes() const
{
return CurrentCaptureSettingsData.RandomMeshes;
}
bool ULuckyRobotsGameInstance::GetCurrentIsInfiniteCapture()
bool ULuckyRobotsGameInstance::GetCurrentIsInfiniteCapture() const
{
return CurrentCaptureSettingsData.bInfiniteCapture;
}
int ULuckyRobotsGameInstance::GetCurrentCaptureNumber()
int32 ULuckyRobotsGameInstance::GetCurrentCaptureNumber() const
{
return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfCaptures.ToString()));
}
return FCString::Atoi(*CurrentCaptureSettingsData.NumberOfCaptures.ToString());
}