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Organize the code related to selecting robots and levels in blueprints into C++, and organize the related referenced blueprints
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57
Source/Luckyrobots/Private/LuckyRobotsFunctionLibrary.cpp
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57
Source/Luckyrobots/Private/LuckyRobotsFunctionLibrary.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "LuckyRobotsFunctionLibrary.h"
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#include "LuckyRobotsGameInstance.h"
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TArray<FRobotData> ULuckyRobotsFunctionLibrary::GetActiveRobotDataList(const UObject* WorldContextObject)
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{
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TArray<FRobotData> RobotDataList;
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = Cast<ULuckyRobotsGameInstance>(WorldContextObject->GetWorld()->GetGameInstance());
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if (LuckyRobotsGameInstance)
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{
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if (LuckyRobotsGameInstance->RobotDataDataTable)
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{
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FString ContextString;
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TArray<FName> RowNames = LuckyRobotsGameInstance->RobotDataDataTable->GetRowNames();
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for (auto RowString : RowNames)
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{
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FRobotData* pRow = LuckyRobotsGameInstance->RobotDataDataTable->FindRow<FRobotData>(FName(RowString), ContextString);
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if (pRow)
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{
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if (pRow->bActive)
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{
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RobotDataList.Add(*pRow);
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}
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}
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}
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}
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}
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return RobotDataList;
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}
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TArray<FLevelData> ULuckyRobotsFunctionLibrary::GetActiveLevelDataList(const UObject* WorldContextObject)
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{
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TArray<FLevelData> LevelDataList;
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = Cast<ULuckyRobotsGameInstance>(WorldContextObject->GetWorld()->GetGameInstance());
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if (LuckyRobotsGameInstance)
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{
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if (LuckyRobotsGameInstance->LevelDataTable)
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{
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FString ContextString;
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TArray<FName> RowNames = LuckyRobotsGameInstance->LevelDataTable->GetRowNames();
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for (auto RowString : RowNames)
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{
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FLevelData* pRow = LuckyRobotsGameInstance->LevelDataTable->FindRow<FLevelData>(FName(RowString), ContextString);
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if (pRow)
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{
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if (pRow->bActive)
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{
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LevelDataList.Add(*pRow);
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}
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}
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}
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}
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}
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return LevelDataList;
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}
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