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