LuckyWorldV2/Source/Luckyrobots/Private/FunctionLibraries/LuckyRobotsFunctionLibrary.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FunctionLibraries/LuckyRobotsFunctionLibrary.h"
#include "Core/LuckyRobotsGameInstance.h"
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#include "GameFramework/GameUserSettings.h"
#include "Kismet/GameplayStatics.h"
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#include "Settings/SG_CaptureSetting.h"
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ULuckyRobotsGameInstance* ULuckyRobotsFunctionLibrary::GetLuckyRobotsGameInstance(const UObject* WorldContextObject)
{
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if (WorldContextObject && WorldContextObject->GetWorld())
{
return Cast<ULuckyRobotsGameInstance>(WorldContextObject->GetWorld()->GetGameInstance());
}
return nullptr;
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}
TArray<FRobotData> ULuckyRobotsFunctionLibrary::GetActiveRobotDataList(const UObject* WorldContextObject)
{
TArray<FRobotData> RobotDataList;
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if (ULuckyRobotsGameInstance* GameInstance = GetLuckyRobotsGameInstance(WorldContextObject))
{
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if (GameInstance->RobotDataDataTable)
{
FString ContextString;
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TArray<FName> RowNames = GameInstance->RobotDataDataTable->GetRowNames();
for (const FName& RowName : RowNames)
{
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FRobotData* pRow = GameInstance->RobotDataDataTable->FindRow<FRobotData>(RowName, ContextString);
if (pRow && pRow->bActive)
{
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RobotDataList.Add(*pRow);
}
}
}
}
return RobotDataList;
}
TArray<FLevelData> ULuckyRobotsFunctionLibrary::GetActiveLevelDataList(const UObject* WorldContextObject)
{
TArray<FLevelData> LevelDataList;
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if (ULuckyRobotsGameInstance* GameInstance = GetLuckyRobotsGameInstance(WorldContextObject))
{
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if (GameInstance->LevelDataTable)
{
FString ContextString;
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TArray<FName> RowNames = GameInstance->LevelDataTable->GetRowNames();
for (const FName& RowName : RowNames)
{
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FLevelData* pRow = GameInstance->LevelDataTable->FindRow<FLevelData>(RowName, ContextString);
if (pRow && pRow->bActive)
{
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LevelDataList.Add(*pRow);
}
}
}
}
return LevelDataList;
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}
void ULuckyRobotsFunctionLibrary::UpdateQualitySettings(const UObject* WorldContextObject)
{
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if (ULuckyRobotsGameInstance* GameInstance = GetLuckyRobotsGameInstance(WorldContextObject))
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{
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GameInstance->UpdateQualitySettings();
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}
}
FCaptureSettingsData ULuckyRobotsFunctionLibrary::LoadCaptureSettings(const UObject* WorldContextObject)
{
FCaptureSettingsData DefaultCaptureSetting;
DefaultCaptureSetting.FolderName = FText::FromString("robotdata");
DefaultCaptureSetting.FileName = FText::FromString("FILE");
DefaultCaptureSetting.WritesPerSec = FText::FromString("1");
DefaultCaptureSetting.NumberOfPeople = FText::FromString("1");
DefaultCaptureSetting.NumberOfObjects = FText::FromString("1");
DefaultCaptureSetting.NumberOfCaptures = FText::FromString("1");
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USG_CaptureSetting* SaveGame = Cast<USG_CaptureSetting>(UGameplayStatics::LoadGameFromSlot("SGCaptureSettings", 0));
if (SaveGame)
{
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if (ULuckyRobotsGameInstance* GameInstance = GetLuckyRobotsGameInstance(WorldContextObject))
{
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GameInstance->CurrentCaptureSettingsData = SaveGame->CaptureSetting;
}
return SaveGame->CaptureSetting;
}
else
{
SaveGame = Cast<USG_CaptureSetting>(UGameplayStatics::CreateSaveGameObject(USG_CaptureSetting::StaticClass()));
if (SaveGame)
{
SaveGame->CaptureSetting = DefaultCaptureSetting;
UGameplayStatics::SaveGameToSlot(SaveGame, "SGCaptureSettings", 0);
}
}
return DefaultCaptureSetting;
}
void ULuckyRobotsFunctionLibrary::SaveCaptureSettings(const UObject* WorldContextObject, FCaptureSettingsData CaptureSetting)
{
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if (ULuckyRobotsGameInstance* GameInstance = GetLuckyRobotsGameInstance(WorldContextObject))
{
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GameInstance->CurrentCaptureSettingsData = CaptureSetting;
}
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USG_CaptureSetting* SaveGame = Cast<USG_CaptureSetting>(UGameplayStatics::LoadGameFromSlot("SGCaptureSettings", 0));
if (!SaveGame)
{
SaveGame = Cast<USG_CaptureSetting>(UGameplayStatics::CreateSaveGameObject(USG_CaptureSetting::StaticClass()));
}
if (SaveGame)
{
SaveGame->CaptureSetting = CaptureSetting;
UGameplayStatics::SaveGameToSlot(SaveGame, "SGCaptureSettings", 0);
}
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}