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Optimize gamemode and gamestate code
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@ -13,5 +13,7 @@ UCLASS()
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class LUCKYROBOTS_API ALobbyGameMode : public AGameModeBase
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{
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GENERATED_BODY()
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protected:
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virtual void BeginPlay() override;
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};
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@ -7,6 +7,7 @@
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#include "SharedDef.h"
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#include "LuckyRobotsFunctionLibrary.generated.h"
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class ULuckyRobotsGameInstance;
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/**
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*
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*/
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@ -15,9 +16,15 @@ class LUCKYROBOTS_API ULuckyRobotsFunctionLibrary : public UBlueprintFunctionLib
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintPure, meta = (WorldContext = "WorldContextObject"))
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static ULuckyRobotsGameInstance* GetLuckyRobotsGameInstance(const UObject* WorldContextObject);
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UFUNCTION(BlueprintPure, meta = (WorldContext = "WorldContextObject"))
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static TArray<FRobotData> GetActiveRobotDataList(const UObject* WorldContextObject);
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UFUNCTION(BlueprintPure, meta = (WorldContext = "WorldContextObject"))
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static TArray<FLevelData> GetActiveLevelDataList(const UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"))
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static void UpdateQualitySettings(const UObject* WorldContextObject);
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};
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@ -7,6 +7,7 @@
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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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/**
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*
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*/
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@ -24,13 +25,15 @@ public:
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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ERobotsName CurrentSelectRobot;
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ERobotsName CurrentSelectRobot = ERobotsName::None;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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ELevelEnum CurrentSelectLevel;
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ELevelEnum CurrentSelectLevel = ELevelEnum::None;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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EQualityEnum CurrentSelectQuality;
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EQualityEnum CurrentSelectQuality = EQualityEnum::Epic;
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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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@ -13,7 +13,9 @@ UCLASS()
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class LUCKYROBOTS_API ALuckyRobotsGameMode : public AGameModeBase
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{
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GENERATED_BODY()
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public:
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protected:
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virtual void BeginPlay() override;
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virtual UClass* GetDefaultPawnClassForController_Implementation(AController* InController) override;
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};
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@ -6,6 +6,8 @@
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#include "GameFramework/GameStateBase.h"
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#include "LuckyRobotsGameState.generated.h"
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class USocketIOClientComponent;
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class USIOJsonValue;
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/**
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*
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*/
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@ -13,5 +15,21 @@ UCLASS()
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class LUCKYROBOTS_API ALuckyRobotsGameState : public AGameStateBase
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{
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GENERATED_BODY()
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protected:
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ALuckyRobotsGameState();
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virtual void BeginPlay() override;
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public:
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UPROPERTY(Category = Character, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
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USocketIOClientComponent* SocketIOClientComponent;
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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 DoSocketOnConnect(FString SocketId, FString SessionId, bool IsReconnection);
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UFUNCTION(BlueprintCallable)
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void DoSocketOnGenericEvent(FString EventName, USIOJsonValue* EventData);
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};
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@ -64,10 +64,18 @@ enum class ELevelEnum : uint8
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UENUM(BlueprintType)
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enum class EQualityEnum : uint8
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{
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Epic UMETA(DisplayName = "Epic"),
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High UMETA(DisplayName = "High"),
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Low UMETA(DisplayName = "Low"),
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Middle UMETA(DisplayName = "Middle"),
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Low UMETA(DisplayName = "Low")
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High UMETA(DisplayName = "High"),
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Epic UMETA(DisplayName = "Epic")
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};
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UENUM(BlueprintType)
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enum class EGoalType : uint8
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{
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GrabAndPull UMETA(DisplayName = "Grab and Pull"),
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GrabAndRotate UMETA(DisplayName = "Grab and Rotate"),
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};
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USTRUCT(BlueprintType)
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@ -123,4 +131,92 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<ERobotsCategories> RobotTypeList;
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};
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};
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USTRUCT(BlueprintType)
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struct FGoalsTaskData : public FTableRowBase
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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EGoalType GoalType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bIsStart;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FTransform TargetLocation;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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AActor* TargetActor;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bIsComplate;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FVector DropOffLocation;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString ObjectName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bActive;
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};
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USTRUCT(BlueprintType)
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struct FCaptureSettingsData : public FTableRowBase
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText FolderName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText FileName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText WritesPerSec;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool IsScenario;
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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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bool bLight;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bMaterials;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bRobotPosition;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bPets;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText NumberOfPets;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bPeople;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText NumberOfPeople;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bObjects;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText NumberOfObjects;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<UStaticMeshComponent*> RandomMeshes;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bInfiniteCapture;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText NumberOfCaptures;
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};
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