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Optimize some WB_GameWidget codes and Gameinstance codes
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@ -133,3 +133,134 @@ void ULuckyRobotsGameInstance::DoSetTempTaskValueChange(bool IsClear)
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GameUserWidget->DoRefreshListView();
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}
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}
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void ULuckyRobotsGameInstance::SetCurrentFolderName(FString FolderName)
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{
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CurrentCaptureSettingsData.FolderName = FText::FromString(FolderName);
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}
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void ULuckyRobotsGameInstance::SetCurrentFileName(FString FileName)
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{
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CurrentCaptureSettingsData.FileName = FText::FromString(FileName);
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}
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void ULuckyRobotsGameInstance::SetCurrentWritesPerSec(int WritesPerSec)
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{
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CurrentCaptureSettingsData.WritesPerSec = FText::FromString(FString::FromInt(WritesPerSec));
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}
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void ULuckyRobotsGameInstance::SetCurrentIsScenario(bool IsScenario)
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{
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CurrentCaptureSettingsData.IsScenario = IsScenario;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomLight(bool bLight)
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{
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CurrentCaptureSettingsData.bLight = bLight;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomMaterials(bool bMaterials)
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{
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CurrentCaptureSettingsData.bMaterials = bMaterials;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomRobotPosition(bool bRobotPosition)
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{
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CurrentCaptureSettingsData.bRobotPosition = bRobotPosition;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomPets(bool bPets)
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{
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CurrentCaptureSettingsData.bPets = bPets;
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}
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void ULuckyRobotsGameInstance::SetCurrentPetsNumber(int PetsNumber)
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{
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CurrentCaptureSettingsData.NumberOfPets = FText::FromString(FString::FromInt(PetsNumber));
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomPeople(bool bPeople)
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{
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CurrentCaptureSettingsData.bPeople = bPeople;
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}
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void ULuckyRobotsGameInstance::SetCurrentPeopleNumber(int PeopleNumber)
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{
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CurrentCaptureSettingsData.NumberOfPeople = FText::FromString(FString::FromInt(PeopleNumber));
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}
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void ULuckyRobotsGameInstance::SetCurrentIsRandomObjects(bool bObjects)
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{
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CurrentCaptureSettingsData.bObjects = bObjects;
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}
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void ULuckyRobotsGameInstance::SetCurrentObjectsNumber(int ObjectsNumber)
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{
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CurrentCaptureSettingsData.NumberOfObjects = FText::FromString(FString::FromInt(ObjectsNumber));
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}
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void ULuckyRobotsGameInstance::SetCurrentRandomMeshes(TArray<TSoftObjectPtr<UStaticMeshComponent>> RandomMeshes)
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{
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CurrentCaptureSettingsData.RandomMeshes = RandomMeshes;
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}
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void ULuckyRobotsGameInstance::SetCurrentIsInfiniteCapture(bool bInfiniteCapture)
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{
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CurrentCaptureSettingsData.bInfiniteCapture = bInfiniteCapture;
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}
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void ULuckyRobotsGameInstance::SetCurrentCaptureNumber(int CaptureNumber)
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{
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CurrentCaptureSettingsData.NumberOfCaptures = FText::FromString(FString::FromInt(CaptureNumber));
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}
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FString ULuckyRobotsGameInstance::GetCurrentFolderName()
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{
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return CurrentCaptureSettingsData.FolderName.ToString();
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}
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FString ULuckyRobotsGameInstance::GetCurrentFileName()
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{
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return CurrentCaptureSettingsData.FileName.ToString();
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}
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int ULuckyRobotsGameInstance::GetCurrentWritesPerSec()
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.WritesPerSec.ToString()));
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsScenario()
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{
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return CurrentCaptureSettingsData.IsScenario;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomLight()
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{
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return CurrentCaptureSettingsData.bLight;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomMaterials()
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{
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return CurrentCaptureSettingsData.bMaterials;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomRobotPosition()
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{
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return CurrentCaptureSettingsData.bRobotPosition;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomPets()
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{
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return CurrentCaptureSettingsData.bPets;
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}
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int ULuckyRobotsGameInstance::GetCurrentPetsNumber()
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfPets.ToString()));
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomPeople()
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{
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return CurrentCaptureSettingsData.bPeople;
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}
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int ULuckyRobotsGameInstance::GetCurrentPeopleNumber()
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfPeople.ToString()));
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsRandomObjects()
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{
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return CurrentCaptureSettingsData.bObjects;
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}
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int ULuckyRobotsGameInstance::GetCurrentObjectsNumber()
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfObjects.ToString()));
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}
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TArray<TSoftObjectPtr<UStaticMeshComponent>> ULuckyRobotsGameInstance::GetCurrentRandomMeshes()
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{
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return CurrentCaptureSettingsData.RandomMeshes;
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}
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bool ULuckyRobotsGameInstance::GetCurrentIsInfiniteCapture()
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{
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return CurrentCaptureSettingsData.bInfiniteCapture;
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}
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int ULuckyRobotsGameInstance::GetCurrentCaptureNumber()
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{
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return FCString::Atoi(*(CurrentCaptureSettingsData.NumberOfCaptures.ToString()));
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}
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