Optimize some UI
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Content/GameBP/UI/Settings/WB_ObjectsListCheckbox.uasset
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Content/GameBP/UI/Settings/WB_ObjectsListCheckbox.uasset
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@ -2,3 +2,40 @@
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#include "UI/Settings/TaskListViewUserWidget.h"
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#include "Components/VerticalBox.h"
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#include "Components/WidgetSwitcher.h"
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#include "Core/LuckyRobotsGameInstance.h"
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#include "UI/Settings/ObjectsListUserWidget.h"
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void UTaskListViewUserWidget::DoUpdateObject(TArray<TSoftObjectPtr<UStaticMesh>> StaticMeshList)
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{
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if (GetObjectListView())
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{
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GetObjectListView()->ClearChildren();
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ULuckyRobotsGameInstance* GameInstance = Cast<ULuckyRobotsGameInstance>(GetGameInstance());
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if (GameInstance)
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{
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TArray<FSelectableItemData> SelectableItemList = GameInstance->GetSelectableItemList(EItemCategory::Furniture);
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for (auto TempStaticMesh : StaticMeshList)
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{
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for (auto SelectableItem : SelectableItemList)
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{
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if (SelectableItem.Mesh == TempStaticMesh)
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{
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UObjectsListUserWidget* ObjectsListUserWidget = CreateWidget<UObjectsListUserWidget>(this, ObjectsListUserWidgetClass);
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if (ObjectsListUserWidget)
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{
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ObjectsListUserWidget->SelectableItemData = SelectableItem;
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GetObjectListView()->AddChild(ObjectsListUserWidget);
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ObjectsListUserWidget->SetPadding(FMargin(0.0f, 5.0f, 0.0f, 0.0f));
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}
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break;
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}
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}
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}
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}
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GetWidgetSwitcher()->SetActiveWidgetIndex(1);
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}
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}
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@ -6,7 +6,13 @@
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#include "Blueprint/UserWidget.h"
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#include "TaskListViewUserWidget.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnAddButtonClick);
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class UListView;
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class UVerticalBox;
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class UWidgetSwitcher;
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class UObjectsListUserWidget;
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class UStaticMesh;
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/**
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*
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*/
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@ -15,7 +21,46 @@ class LUCKYWORLDV2_API UTaskListViewUserWidget : public UUserWidget
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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FString TaskListLabel;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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bool bIsEnableSetting;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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FString SettingFieldLabel;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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UTexture2D* SettingIcon;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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FString SettingString;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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bool bIsEnableAddButton;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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FString AddButtonLabel;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
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TSubclassOf<UObjectsListUserWidget> ObjectsListUserWidgetClass;
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public:
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UPROPERTY(BlueprintCallable, BlueprintAssignable)
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FOnAddButtonClick OnAddButtonClick;
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public:
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UFUNCTION(BlueprintCallable)
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void DoUpdateObject(TArray<TSoftObjectPtr<UStaticMesh>> StaticMeshList);
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public:
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UFUNCTION(BlueprintPure, BlueprintImplementableEvent)
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UListView* GetTaskListView();
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UFUNCTION(BlueprintPure, BlueprintImplementableEvent)
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UVerticalBox* GetObjectListView();
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UFUNCTION(BlueprintPure, BlueprintImplementableEvent)
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UWidgetSwitcher* GetWidgetSwitcher();
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};
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