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Optimizing some UI
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43
Source/LuckyWorldV2/Public/Subsystem/UISubsystem.h
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43
Source/LuckyWorldV2/Public/Subsystem/UISubsystem.h
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@ -0,0 +1,43 @@
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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 "Subsystems/GameInstanceSubsystem.h"
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#include "UISubsystem.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnStartTracing);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnEndTracing);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnStartCapture);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnStopCapture);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnReset);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnOpenMenuStateChanged, bool, Open);
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/**
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*
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*/
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UCLASS()
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class LUCKYWORLDV2_API UUISubsystem : public UGameInstanceSubsystem
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintCallable, BlueprintAssignable)
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FOnStartTracing OnStartTracing;
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UPROPERTY(BlueprintCallable, BlueprintAssignable)
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FOnEndTracing OnEndTracing;
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UPROPERTY(BlueprintCallable, BlueprintAssignable)
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FOnStartCapture OnStartCapture;
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UPROPERTY(BlueprintCallable, BlueprintAssignable)
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FOnStopCapture OnStopCapture;
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UPROPERTY(BlueprintCallable, BlueprintAssignable)
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FOnReset OnReset;
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UPROPERTY(BlueprintCallable, BlueprintAssignable)
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FOnOpenMenuStateChanged OnOpenMenuStateChanged;
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};
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@ -7,8 +7,6 @@
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#include "SharedDef.h"
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#include "GameUserWidget.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnReset);
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class UCaptureSettingsUserWidget;
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class USelectGoalUserWidget;
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class UAllRandomUserWidget;
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@ -42,10 +40,6 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString DownCountStr;
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public:
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UPROPERTY(BlueprintCallable, BlueprintAssignable, Category = "Event")
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FOnReset OnReset;
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public:
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UFUNCTION(BlueprintCallable)
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void DoWaitSecond();
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@ -75,6 +69,10 @@ public:
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void ToggleShowPath();
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void UpdateDownCount();
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void OnStartTracing();
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void OnEndTracing();
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public:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void DoLogItemAdd(const FString& Topic, const FString& MsgText, ELogItemType LogItemType);
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@ -87,4 +85,7 @@ public:
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UFUNCTION(BlueprintPure, BlueprintImplementableEvent)
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UAllRandomUserWidget* GetAllRandomUserWidget();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void BPPlayShowTipAnimation();
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};
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@ -7,10 +7,6 @@
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#include "SharedDef.h"
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#include "CaptureSettingsUserWidget.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnOpenMenuStateChanged, bool, Open);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnStartCapture);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnStopCapture);
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class UTaskListViewUserWidget;
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/**
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*
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@ -27,15 +23,6 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bIsOpen;
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UPROPERTY(BlueprintCallable, BlueprintAssignable, Category = "Event")
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FOnOpenMenuStateChanged OnOpenMenuStateChanged;
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UPROPERTY(BlueprintCallable, BlueprintAssignable, Category = "Event")
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FOnStartCapture OnStartCapture;
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UPROPERTY(BlueprintCallable, BlueprintAssignable, Category = "Event")
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FOnStopCapture OnStopCapture;
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public:
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UFUNCTION(BlueprintCallable)
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void ToggleMenu();
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@ -0,0 +1,17 @@
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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 "PathfindingSelectorUserWidget.generated.h"
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/**
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*
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*/
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UCLASS()
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class LUCKYWORLDV2_API UPathfindingSelectorUserWidget : public UUserWidget
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{
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GENERATED_BODY()
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};
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