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Fix Folder Structure
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77
Source/Luckyrobots/Public/Menus/MainScreenUserWidget.h
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77
Source/Luckyrobots/Public/Menus/MainScreenUserWidget.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 "Blueprint/UserWidget.h"
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#include "SharedDef.h"
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#include "MainScreenUserWidget.generated.h"
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class UDataTable;
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/**
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*
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*/
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UCLASS()
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class LUCKYROBOTS_API UMainScreenUserWidget : public UUserWidget
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{
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GENERATED_BODY()
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protected:
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virtual void NativeConstruct();
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FRobotData> RobotDataList;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FLevelData> LevelDataList;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int iCurrentSelectRobot;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int iCurrentSelectLevel;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int iCurrentSelectQuality;
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public:
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UFUNCTION(BlueprintCallable)
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void InitData();
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UFUNCTION(BlueprintCallable)
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void InitRobotData();
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UFUNCTION(BlueprintCallable)
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void InitLevelData();
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UFUNCTION(BlueprintCallable)
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FRobotData GetCurrentRobotData();
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UFUNCTION(BlueprintCallable)
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FLevelData GetCurrentLevelData();
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UFUNCTION(BlueprintCallable)
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void SelectNextRobot();
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UFUNCTION(BlueprintCallable)
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void SelectPreviousRobot();
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UFUNCTION(BlueprintCallable)
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void SelectNextLevel();
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UFUNCTION(BlueprintCallable)
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void SelectPreviousLevel();
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UFUNCTION(BlueprintCallable)
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void SelectNextQuality();
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UFUNCTION(BlueprintCallable)
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void SelectPreviousQuality();
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void UpdateSelectRobot();
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void UpdateSelectLevel();
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void UpdateSelectQuality();
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public:
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UFUNCTION(BlueprintImplementableEvent)
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void BPUpdateSelectRobot();
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UFUNCTION(BlueprintImplementableEvent)
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void BPUpdateSelectLevel();
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UFUNCTION(BlueprintImplementableEvent)
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void BPUpdateSelectQuality();
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};
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