Optimize some WB_GameWidget codes and Gameinstance codes

This commit is contained in:
martinluckyrobots
2025-04-04 14:04:15 +08:00
parent 3eb18f4d20
commit 90f894a594
18 changed files with 281 additions and 41 deletions

View File

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