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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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@ -4,6 +4,7 @@
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#include "MainScreenUserWidget.h"
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#include "Engine/DataTable.h"
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#include "LuckyRobotsGameInstance.h"
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#include "LuckyRobotsFunctionLibrary.h"
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void UMainScreenUserWidget::NativeConstruct()
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{
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@ -20,38 +21,13 @@ void UMainScreenUserWidget::InitData()
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance());
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if (LuckyRobotsGameInstance)
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{
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UEnum* QualityEnum = StaticEnum<EQualityEnum>();
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for (int32 i = 0; i < QualityEnum->NumEnums() - 1; i++)
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{
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if (EQualityEnum(QualityEnum->GetValueByIndex(i)) == LuckyRobotsGameInstance->CurrentSelectQuality)
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{
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iCurrentSelectRobot = i;
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break;
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}
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}
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iCurrentSelectQuality = int(LuckyRobotsGameInstance->CurrentSelectQuality);
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}
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}
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void UMainScreenUserWidget::InitRobotData()
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{
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if (RobotDataDataTable)
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{
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RobotDataList.Empty();
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FString ContextString;
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TArray<FName> RowNames = RobotDataDataTable->GetRowNames();
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for (auto RowString : RowNames)
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{
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FRobotData* pRow = 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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RobotDataList = ULuckyRobotsFunctionLibrary::GetActiveRobotDataList(this);
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iCurrentSelectRobot = 0;
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UpdateSelectRobot();
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@ -59,49 +35,19 @@ void UMainScreenUserWidget::InitRobotData()
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void UMainScreenUserWidget::InitLevelData()
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{
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LevelDataList = ULuckyRobotsFunctionLibrary::GetActiveLevelDataList(this);
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FRobotData CurrentRobotData = GetCurrentRobotData();
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if (CurrentRobotData.Name != ERobotsName::None)
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{
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if (LevelDataTable)
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{
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LevelDataList.Empty();
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TArray<FLevelData> ActiveLevelDataList = LevelDataList;
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FString ContextString;
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TArray<FName> RowNames = LevelDataTable->GetRowNames();
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for (auto RowString : RowNames)
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{
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FLevelData* pRow = 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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if (pRow->RobotTypeList.Find(CurrentRobotData.RobotType) >= 0)
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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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}
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else
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{
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if (LevelDataTable)
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LevelDataList.Empty();
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for (auto ActiveLevelData : ActiveLevelDataList)
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{
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LevelDataList.Empty();
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FString ContextString;
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TArray<FName> RowNames = LevelDataTable->GetRowNames();
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for (auto RowString : RowNames)
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if (ActiveLevelData.RobotTypeList.Find(CurrentRobotData.RobotType) >= 0)
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{
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FLevelData* pRow = 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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LevelDataList.Add(ActiveLevelData);
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}
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}
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}
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@ -197,8 +143,7 @@ void UMainScreenUserWidget::UpdateSelectQuality()
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ULuckyRobotsGameInstance* LuckyRobotsGameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance());
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if (LuckyRobotsGameInstance)
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{
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UEnum* QualityEnum = StaticEnum<EQualityEnum>();
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LuckyRobotsGameInstance->CurrentSelectQuality = EQualityEnum(QualityEnum->GetValueByIndex(iCurrentSelectQuality));
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LuckyRobotsGameInstance->CurrentSelectQuality = static_cast<EQualityEnum>(iCurrentSelectQuality);
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}
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BPUpdateSelectQuality();
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}
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