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

@ -24,41 +24,41 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
UDataTable* LevelDataTable;
//public:
// bool bIsFirstOpenGame;
//
// bool bIsDebug;
// bool bIsWidgetTestMode;
// bool bIsShowPath;
//
//public:
// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
// bool bIsCapture;
//
// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
// bool bIsCaptureHand;
//
// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
// bool bIsCaptureHead;
//
// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
// bool bScenarioCapture;
//
// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
// bool bIsMouseOpen;
//
// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
// bool bIschange;
//
// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
// int PerSecond;
//
// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
// FTransform TargetPosition;
//
// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
// FCaptureSettingsData CaptureSettingsData;
//
public:
bool bIsFirstOpenGame;
bool bIsDebug;
bool bIsWidgetTestMode;
bool bIsShowPath;
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
bool bIsCapture;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
bool bIsCaptureHand;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
bool bIsCaptureHead;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
bool bScenarioCapture;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
bool bIsMouseOpen;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
bool bIschange;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
int FolderCount;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
FTransform TargetPosition;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capture")
FCaptureSettingsData CurrentCaptureSettingsData;
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
ERobotsName CurrentSelectRobot = ERobotsName::None;
@ -122,6 +122,104 @@ public:
UFUNCTION(BlueprintCallable)
void DoSetTempTaskValueChange(bool IsClear);
public:
UFUNCTION(BlueprintCallable)
void SetCurrentFolderName(FString FolderName);
UFUNCTION(BlueprintCallable)
void SetCurrentFileName(FString FileName);
UFUNCTION(BlueprintCallable)
void SetCurrentWritesPerSec(int WritesPerSec);
UFUNCTION(BlueprintCallable)
void SetCurrentIsScenario(bool IsScenario);
UFUNCTION(BlueprintCallable)
void SetCurrentIsRandomLight(bool bLight);
UFUNCTION(BlueprintCallable)
void SetCurrentIsRandomMaterials(bool bMaterials);
UFUNCTION(BlueprintCallable)
void SetCurrentIsRandomRobotPosition(bool bRobotPosition);
UFUNCTION(BlueprintCallable)
void SetCurrentIsRandomPets(bool bPets);
UFUNCTION(BlueprintCallable)
void SetCurrentPetsNumber(int PetsNumber);
UFUNCTION(BlueprintCallable)
void SetCurrentIsRandomPeople(bool bPeople);
UFUNCTION(BlueprintCallable)
void SetCurrentPeopleNumber(int PeopleNumber);
UFUNCTION(BlueprintCallable)
void SetCurrentIsRandomObjects(bool bObjects);
UFUNCTION(BlueprintCallable)
void SetCurrentObjectsNumber(int ObjectsNumber);
UFUNCTION(BlueprintCallable)
void SetCurrentRandomMeshes(TArray<TSoftObjectPtr<UStaticMeshComponent>> RandomMeshes);
UFUNCTION(BlueprintCallable)
void SetCurrentIsInfiniteCapture(bool bInfiniteCapture);
UFUNCTION(BlueprintCallable)
void SetCurrentCaptureNumber(int CaptureNumber);
public:
UFUNCTION(BlueprintPure)
FString GetCurrentFolderName();
UFUNCTION(BlueprintPure)
FString GetCurrentFileName();
UFUNCTION(BlueprintPure)
int GetCurrentWritesPerSec();
UFUNCTION(BlueprintPure)
bool GetCurrentIsScenario();
UFUNCTION(BlueprintPure)
bool GetCurrentIsRandomLight();
UFUNCTION(BlueprintPure)
bool GetCurrentIsRandomMaterials();
UFUNCTION(BlueprintPure)
bool GetCurrentIsRandomRobotPosition();
UFUNCTION(BlueprintPure)
bool GetCurrentIsRandomPets();
UFUNCTION(BlueprintPure)
int GetCurrentPetsNumber();
UFUNCTION(BlueprintPure)
bool GetCurrentIsRandomPeople();
UFUNCTION(BlueprintPure)
int GetCurrentPeopleNumber();
UFUNCTION(BlueprintPure)
bool GetCurrentIsRandomObjects();
UFUNCTION(BlueprintPure)
int GetCurrentObjectsNumber();
UFUNCTION(BlueprintPure)
TArray<TSoftObjectPtr<UStaticMeshComponent>> GetCurrentRandomMeshes();
UFUNCTION(BlueprintPure)
bool GetCurrentIsInfiniteCapture();
UFUNCTION(BlueprintPure)
int GetCurrentCaptureNumber();
public:
UFUNCTION(BlueprintImplementableEvent)
void DoGetDispatch(const FString& EventName, USIOJsonValue* EventData);