You've already forked LuckyWorld
Optimize code to unreal style
This commit is contained in:
@ -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());
|
||||
}
|
||||
|
Reference in New Issue
Block a user