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Optimize gamemode and gamestate code
This commit is contained in:
@ -2,4 +2,11 @@
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#include "LobbyGameMode.h"
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#include "LuckyRobotsFunctionLibrary.h"
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void ALobbyGameMode::BeginPlay()
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{
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Super::BeginPlay();
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ULuckyRobotsFunctionLibrary::UpdateQualitySettings(this);
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}
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@ -3,11 +3,17 @@
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#include "LuckyRobotsFunctionLibrary.h"
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#include "LuckyRobotsGameInstance.h"
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#include "GameFramework/GameUserSettings.h"
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ULuckyRobotsGameInstance* ULuckyRobotsFunctionLibrary::GetLuckyRobotsGameInstance(const UObject* WorldContextObject)
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{
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return Cast<ULuckyRobotsGameInstance>(WorldContextObject->GetWorld()->GetGameInstance());
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}
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TArray<FRobotData> ULuckyRobotsFunctionLibrary::GetActiveRobotDataList(const UObject* WorldContextObject)
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{
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TArray<FRobotData> RobotDataList;
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = Cast<ULuckyRobotsGameInstance>(WorldContextObject->GetWorld()->GetGameInstance());
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = GetLuckyRobotsGameInstance(WorldContextObject);
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if (LuckyRobotsGameInstance)
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{
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if (LuckyRobotsGameInstance->RobotDataDataTable)
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@ -33,7 +39,7 @@ TArray<FRobotData> ULuckyRobotsFunctionLibrary::GetActiveRobotDataList(const UOb
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TArray<FLevelData> ULuckyRobotsFunctionLibrary::GetActiveLevelDataList(const UObject* WorldContextObject)
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{
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TArray<FLevelData> LevelDataList;
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = Cast<ULuckyRobotsGameInstance>(WorldContextObject->GetWorld()->GetGameInstance());
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = GetLuckyRobotsGameInstance(WorldContextObject);
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if (LuckyRobotsGameInstance)
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{
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if (LuckyRobotsGameInstance->LevelDataTable)
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@ -54,4 +60,20 @@ TArray<FLevelData> ULuckyRobotsFunctionLibrary::GetActiveLevelDataList(const UOb
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}
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}
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return LevelDataList;
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}
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void ULuckyRobotsFunctionLibrary::UpdateQualitySettings(const UObject* WorldContextObject)
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{
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = GetLuckyRobotsGameInstance(WorldContextObject);
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if (LuckyRobotsGameInstance)
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{
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// Load game user settings and apply
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UGameUserSettings* GameUserSettings = GEngine->GetGameUserSettings();
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if (GameUserSettings)
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{
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GameUserSettings->SetOverallScalabilityLevel(int(LuckyRobotsGameInstance->CurrentSelectQuality));
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GameUserSettings->SaveSettings();
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GameUserSettings->ApplySettings(true);
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}
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}
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}
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@ -5,6 +5,13 @@
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#include "LuckyRobotsGameInstance.h"
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#include "LuckyRobotsFunctionLibrary.h"
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void ALuckyRobotsGameMode::BeginPlay()
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{
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Super::BeginPlay();
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ULuckyRobotsFunctionLibrary::UpdateQualitySettings(this);
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}
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UClass* ALuckyRobotsGameMode::GetDefaultPawnClassForController_Implementation(AController* InController)
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{
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UClass* RobotClass = Super::GetDefaultPawnClassForController_Implementation(InController);
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@ -29,4 +36,5 @@ UClass* ALuckyRobotsGameMode::GetDefaultPawnClassForController_Implementation(AC
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}
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return RobotClass;
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}
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}
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@ -2,4 +2,54 @@
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#include "LuckyRobotsGameState.h"
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#include "SocketIOClientComponent.h"
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#include "LuckyRobotsFunctionLibrary.h"
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#include "LuckyRobotsGameInstance.h"
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ALuckyRobotsGameState::ALuckyRobotsGameState()
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{
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SocketIOClientComponent = CreateDefaultSubobject<USocketIOClientComponent>(TEXT("SocketIOClientComponent"));
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}
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void ALuckyRobotsGameState::BeginPlay()
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{
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Super::BeginPlay();
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if (SocketIOClientComponent)
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{
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SocketIOClientComponent->Connect(L"http://localhost:3000/");
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}
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}
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void ALuckyRobotsGameState::DoSendMessage(FString SendValue)
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{
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if (SocketIOClientComponent)
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{
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if (SocketIOClientComponent->bIsConnected)
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{
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USIOJsonValue* SIOJsonValue = USIOJsonValue::ConstructJsonValueString(this, SendValue);
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SocketIOClientComponent->Emit("message", SIOJsonValue);
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}
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}
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}
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void ALuckyRobotsGameState::DoSocketOnConnect(FString SocketId, FString SessionId, bool IsReconnection)
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{
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if (SocketIOClientComponent)
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{
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if (SocketIOClientComponent->bIsConnected)
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{
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SocketIOClientComponent->BindEventToGenericEvent("response");
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}
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}
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}
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void ALuckyRobotsGameState::DoSocketOnGenericEvent(FString EventName, USIOJsonValue* EventData)
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{
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = ULuckyRobotsFunctionLibrary::GetLuckyRobotsGameInstance(this);
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if (LuckyRobotsGameInstance)
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{
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LuckyRobotsGameInstance->DoGetDispatch(EventName, EventData);
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}
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}
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@ -104,7 +104,7 @@ void UMainScreenUserWidget::SelectNextQuality()
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{
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UEnum* QualityEnum = StaticEnum<EQualityEnum>();
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int QualityEnumNum = QualityEnum->NumEnums() - 1;
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iCurrentSelectQuality = FMath::Clamp(iCurrentSelectQuality + 1, 0, QualityEnumNum - 1);
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iCurrentSelectQuality = FMath::Clamp(iCurrentSelectQuality - 1, 0, QualityEnumNum - 1);
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UpdateSelectQuality();
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}
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@ -113,7 +113,7 @@ void UMainScreenUserWidget::SelectPreviousQuality()
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{
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UEnum* QualityEnum = StaticEnum<EQualityEnum>();
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int QualityEnumNum = QualityEnum->NumEnums() - 1;
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iCurrentSelectQuality = FMath::Clamp(iCurrentSelectQuality - 1, 0, QualityEnumNum - 1);
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iCurrentSelectQuality = FMath::Clamp(iCurrentSelectQuality + 1, 0, QualityEnumNum - 1);
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UpdateSelectQuality();
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}
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