// Fill out your copyright notice in the Description page of Project Settings. #include "LuckyRobotsGameInstance.h" void ULuckyRobotsGameInstance::ClearTaskList() { TaskList.Empty(); } void ULuckyRobotsGameInstance::AddTask(FGoalsTaskData TaskData) { TaskList.Add(TaskData); } void ULuckyRobotsGameInstance::RemoveTask(FGoalsTaskData TaskData) { TaskList.Remove(TaskData); } void ULuckyRobotsGameInstance::RemoveTaskByGoalType(EGoalType GoalType) { for (auto Task : TaskList) { if (Task.GoalType == GoalType) { RemoveTask(Task); break; } } } int ULuckyRobotsGameInstance::GetTaskNum() { return TaskList.Num(); } void ULuckyRobotsGameInstance::SetTask(int Index, FGoalsTaskData TaskData) { if (TaskList.IsValidIndex(Index)) { TaskList[Index] = TaskData; } else { for (int i = TaskList.Num(); i < Index; i++) { FGoalsTaskData TempTaskData; AddTask(TempTaskData); } AddTask(TaskData); } } bool ULuckyRobotsGameInstance::GetTask(int Index, FGoalsTaskData& TaskData) { if (TaskList.IsValidIndex(Index)) { TaskData = TaskList[Index]; return true; } return false; } void ULuckyRobotsGameInstance::ReSetTaskList() { TArray TempTaskList; for (auto Task : TaskList) { Task.bIsStart = false; Task.bIsStart = false; Task.bActive = false; TempTaskList.Add(Task); } TaskList = TempTaskList; } TArray ULuckyRobotsGameInstance::GetTaskList() { return TaskList; }