You've already forked LuckyWorld
Optimize code to unreal style
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@ -26,7 +26,6 @@ public:
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public:
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bool bIsFirstOpenGame;
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bool bIsDebug;
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bool bIsWidgetTestMode;
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bool bIsShowPath;
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@ -48,10 +47,10 @@ public:
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bool bIsMouseOpen;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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bool bIschange;
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bool bIsChanged;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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int FolderCount;
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int32 FolderCount;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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FTransform TargetPosition;
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@ -90,10 +89,10 @@ public:
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public:
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UFUNCTION(BlueprintCallable)
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void DoSendMessage(FString SendValue);
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void DoSendMessage(const FString& SendValue);
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UFUNCTION(BlueprintCallable)
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void DoLogItemAdd(FString Topic, FString MsgText, ELogItemType LogItemType);
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void DoLogItemAdd(const FString& Topic, const FString& MsgText, ELogItemType LogItemType);
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UFUNCTION(BlueprintCallable)
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void SwitchGamePaused();
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@ -103,41 +102,41 @@ public:
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void ClearTaskList();
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UFUNCTION(BlueprintCallable)
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void AddTask(FGoalsTaskData TaskData);
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void AddTask(const FGoalsTaskData& TaskData);
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UFUNCTION(BlueprintCallable)
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void RemoveTask(FGoalsTaskData TaskData);
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void RemoveTask(const FGoalsTaskData& TaskData);
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UFUNCTION(BlueprintCallable)
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void RemoveTaskByGoalType(EGoalType GoalType);
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UFUNCTION(BlueprintPure)
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int GetTaskNum();
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int32 GetTaskNum() const;
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UFUNCTION(BlueprintCallable)
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void SetTask(int Index, FGoalsTaskData TaskData);
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void SetTask(int32 Index, const FGoalsTaskData& TaskData);
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UFUNCTION(BlueprintCallable)
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bool GetTask(int Index, FGoalsTaskData& TaskData);
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bool GetTask(int32 Index, FGoalsTaskData& OutTaskData) const;
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UFUNCTION(BlueprintCallable)
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void ReSetTaskList();
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UFUNCTION(BlueprintPure)
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TArray<FGoalsTaskData> GetTaskList();
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TArray<FGoalsTaskData> GetTaskList() const;
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UFUNCTION(BlueprintCallable)
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void DoSetTempTaskValueChange(bool IsClear);
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void DoSetTempTaskValueChange(bool bIsClear);
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public:
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UFUNCTION(BlueprintCallable)
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void SetCurrentFolderName(FString FolderName);
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void SetCurrentFolderName(const FString& FolderName);
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UFUNCTION(BlueprintCallable)
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void SetCurrentFileName(FString FileName);
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void SetCurrentFileName(const FString& FileName);
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UFUNCTION(BlueprintCallable)
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void SetCurrentWritesPerSec(int WritesPerSec);
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void SetCurrentWritesPerSec(int32 WritesPerSec);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsScenario(bool IsScenario);
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@ -155,77 +154,77 @@ public:
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void SetCurrentIsRandomPets(bool bPets);
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UFUNCTION(BlueprintCallable)
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void SetCurrentPetsNumber(int PetsNumber);
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void SetCurrentPetsNumber(int32 PetsNumber);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsRandomPeople(bool bPeople);
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UFUNCTION(BlueprintCallable)
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void SetCurrentPeopleNumber(int PeopleNumber);
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void SetCurrentPeopleNumber(int32 PeopleNumber);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsRandomObjects(bool bObjects);
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UFUNCTION(BlueprintCallable)
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void SetCurrentObjectsNumber(int ObjectsNumber);
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void SetCurrentObjectsNumber(int32 ObjectsNumber);
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UFUNCTION(BlueprintCallable)
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void SetCurrentRandomMeshes(TArray<TSoftObjectPtr<UStaticMeshComponent>> RandomMeshes);
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void SetCurrentRandomMeshes(const TArray<TSoftObjectPtr<UStaticMeshComponent>>& RandomMeshes);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsInfiniteCapture(bool bInfiniteCapture);
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UFUNCTION(BlueprintCallable)
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void SetCurrentCaptureNumber(int CaptureNumber);
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void SetCurrentCaptureNumber(int32 CaptureNumber);
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public:
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UFUNCTION(BlueprintPure)
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FString GetCurrentFolderName();
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FString GetCurrentFolderName() const;
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UFUNCTION(BlueprintPure)
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FString GetCurrentFileName();
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FString GetCurrentFileName() const;
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UFUNCTION(BlueprintPure)
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int GetCurrentWritesPerSec();
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int32 GetCurrentWritesPerSec() const;
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsScenario();
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bool GetCurrentIsScenario() const;
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomLight();
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bool GetCurrentIsRandomLight() const;
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomMaterials();
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bool GetCurrentIsRandomMaterials() const;
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomRobotPosition();
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bool GetCurrentIsRandomRobotPosition() const;
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomPets();
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bool GetCurrentIsRandomPets() const;
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UFUNCTION(BlueprintPure)
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int GetCurrentPetsNumber();
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int32 GetCurrentPetsNumber() const;
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomPeople();
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bool GetCurrentIsRandomPeople() const;
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UFUNCTION(BlueprintPure)
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int GetCurrentPeopleNumber();
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int32 GetCurrentPeopleNumber() const;
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomObjects();
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bool GetCurrentIsRandomObjects() const;
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UFUNCTION(BlueprintPure)
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int GetCurrentObjectsNumber();
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int32 GetCurrentObjectsNumber() const;
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UFUNCTION(BlueprintPure)
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TArray<TSoftObjectPtr<UStaticMeshComponent>> GetCurrentRandomMeshes();
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TArray<TSoftObjectPtr<UStaticMeshComponent>> GetCurrentRandomMeshes() const;
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsInfiniteCapture();
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bool GetCurrentIsInfiniteCapture() const;
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UFUNCTION(BlueprintPure)
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int GetCurrentCaptureNumber();
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int32 GetCurrentCaptureNumber() const;
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public:
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UFUNCTION(BlueprintImplementableEvent)
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