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Fix Folder Structure
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233
Source/Luckyrobots/Public/Core/LuckyRobotsGameInstance.h
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233
Source/Luckyrobots/Public/Core/LuckyRobotsGameInstance.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/GameInstance.h"
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#include "SharedDef.h"
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#include "LuckyRobotsGameInstance.generated.h"
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class USIOJsonValue;
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class UGameUserWidget;
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/**
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*
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*/
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UCLASS()
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class LUCKYROBOTS_API ULuckyRobotsGameInstance : public UGameInstance
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* RobotDataDataTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UDataTable* LevelDataTable;
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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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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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bool bIsCapture;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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bool bIsCaptureHand;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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bool bIsCaptureHead;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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bool bScenarioCapture;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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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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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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int FolderCount;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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FTransform TargetPosition;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
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FCaptureSettingsData CurrentCaptureSettingsData;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Mesh")
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bool bIsRandomPannel;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Mesh")
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bool bIsRandomRobotPosition;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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ERobotsName CurrentSelectRobot = ERobotsName::None;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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ELevelEnum CurrentSelectLevel = ELevelEnum::None;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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EQualityEnum CurrentSelectQuality = EQualityEnum::Epic;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FGoalsTaskData> TaskList;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FGoalsTaskData TempTask;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UGameUserWidget* GameUserWidget;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FLuckyCode> LuckyCodeList;
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public:
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UFUNCTION(BlueprintCallable)
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void DoSendMessage(FString SendValue);
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UFUNCTION(BlueprintCallable)
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void DoLogItemAdd(FString Topic, FString MsgText, ELogItemType LogItemType);
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UFUNCTION(BlueprintCallable)
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void SwitchGamePaused();
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public:
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UFUNCTION(BlueprintCallable)
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void ClearTaskList();
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UFUNCTION(BlueprintCallable)
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void AddTask(FGoalsTaskData TaskData);
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UFUNCTION(BlueprintCallable)
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void RemoveTask(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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UFUNCTION(BlueprintCallable)
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void SetTask(int Index, FGoalsTaskData TaskData);
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UFUNCTION(BlueprintCallable)
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bool GetTask(int Index, FGoalsTaskData& TaskData);
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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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UFUNCTION(BlueprintCallable)
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void DoSetTempTaskValueChange(bool IsClear);
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public:
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UFUNCTION(BlueprintCallable)
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void SetCurrentFolderName(FString FolderName);
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UFUNCTION(BlueprintCallable)
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void SetCurrentFileName(FString FileName);
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UFUNCTION(BlueprintCallable)
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void SetCurrentWritesPerSec(int WritesPerSec);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsScenario(bool IsScenario);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsRandomLight(bool bLight);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsRandomMaterials(bool bMaterials);
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UFUNCTION(BlueprintCallable)
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void SetCurrentIsRandomRobotPosition(bool bRobotPosition);
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UFUNCTION(BlueprintCallable)
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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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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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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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UFUNCTION(BlueprintCallable)
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void SetCurrentRandomMeshes(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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public:
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UFUNCTION(BlueprintPure)
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FString GetCurrentFolderName();
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UFUNCTION(BlueprintPure)
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FString GetCurrentFileName();
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UFUNCTION(BlueprintPure)
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int GetCurrentWritesPerSec();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsScenario();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomLight();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomMaterials();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomRobotPosition();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomPets();
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UFUNCTION(BlueprintPure)
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int GetCurrentPetsNumber();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomPeople();
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UFUNCTION(BlueprintPure)
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int GetCurrentPeopleNumber();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsRandomObjects();
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UFUNCTION(BlueprintPure)
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int GetCurrentObjectsNumber();
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UFUNCTION(BlueprintPure)
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TArray<TSoftObjectPtr<UStaticMeshComponent>> GetCurrentRandomMeshes();
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UFUNCTION(BlueprintPure)
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bool GetCurrentIsInfiniteCapture();
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UFUNCTION(BlueprintPure)
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int GetCurrentCaptureNumber();
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public:
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UFUNCTION(BlueprintImplementableEvent)
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void DoGetDispatch(const FString& EventName, USIOJsonValue* EventData);
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};
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