Optimize gamemode and gamestate code

This commit is contained in:
martinluckyrobots
2025-04-01 11:04:11 +08:00
parent c35cf74b49
commit 8e1c017515
18 changed files with 234 additions and 18 deletions

View File

@ -64,10 +64,18 @@ enum class ELevelEnum : uint8
UENUM(BlueprintType)
enum class EQualityEnum : uint8
{
Epic UMETA(DisplayName = "Epic"),
High UMETA(DisplayName = "High"),
Low UMETA(DisplayName = "Low"),
Middle UMETA(DisplayName = "Middle"),
Low UMETA(DisplayName = "Low")
High UMETA(DisplayName = "High"),
Epic UMETA(DisplayName = "Epic")
};
UENUM(BlueprintType)
enum class EGoalType : uint8
{
GrabAndPull UMETA(DisplayName = "Grab and Pull"),
GrabAndRotate UMETA(DisplayName = "Grab and Rotate"),
};
USTRUCT(BlueprintType)
@ -123,4 +131,92 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<ERobotsCategories> RobotTypeList;
};
};
USTRUCT(BlueprintType)
struct FGoalsTaskData : public FTableRowBase
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
EGoalType GoalType;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bIsStart;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FTransform TargetLocation;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
AActor* TargetActor;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bIsComplate;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector DropOffLocation;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString ObjectName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bActive;
};
USTRUCT(BlueprintType)
struct FCaptureSettingsData : public FTableRowBase
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText FolderName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText FileName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText WritesPerSec;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool IsScenario;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FGoalsTaskData> TaskList;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bLight;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bMaterials;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bRobotPosition;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bPets;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText NumberOfPets;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bPeople;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText NumberOfPeople;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bObjects;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText NumberOfObjects;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<UStaticMeshComponent*> RandomMeshes;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bInfiniteCapture;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText NumberOfCaptures;
};