LuckyRobotsUnreal/Source/Luckyrobots/Private/LuckyRobotsGameInstance.cpp
martinluckyrobots 3eb18f4d20 Optimize some WB_GameWidget codes and Gameinstance codes
2025-04-04 10:21:44 +08:00

136 lines
2.6 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "LuckyRobotsGameInstance.h"
#include "LuckyRobotsGameState.h"
#include "Kismet/GameplayStatics.h"
#include "GameUserWidget.h"
void ULuckyRobotsGameInstance::DoSendMessage(FString SendValue)
{
ALuckyRobotsGameState* LuckyRobotsGameState = Cast<ALuckyRobotsGameState>(UGameplayStatics::GetGameState(this));
if (LuckyRobotsGameState)
{
LuckyRobotsGameState->DoSendMessage(SendValue);
}
DoLogItemAdd("Receive", SendValue, ELogItemType::Debug);
}
void ULuckyRobotsGameInstance::DoLogItemAdd(FString Topic, FString MsgText, ELogItemType LogItemType)
{
if (GameUserWidget)
{
GameUserWidget->DoLogItemAdd(Topic, MsgText, LogItemType);
}
}
void ULuckyRobotsGameInstance::SwitchGamePaused()
{
UGameplayStatics::SetGamePaused(this, !UGameplayStatics::IsGamePaused(this));
if (UGameplayStatics::IsGamePaused(this))
{
UKismetSystemLibrary::ExecuteConsoleCommand(this, "r.SceneRendering 0");
}
else
{
UKismetSystemLibrary::ExecuteConsoleCommand(this, "r.SceneRendering 1");
}
}
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<FGoalsTaskData> TempTaskList;
for (auto Task : TaskList)
{
Task.bIsStart = false;
Task.bIsStart = false;
Task.bActive = false;
TempTaskList.Add(Task);
}
TaskList = TempTaskList;
}
TArray<FGoalsTaskData> ULuckyRobotsGameInstance::GetTaskList()
{
return TaskList;
}
void ULuckyRobotsGameInstance::DoSetTempTaskValueChange(bool IsClear)
{
if (IsClear)
{
ClearTaskList();
}
else
{
AddTask(TempTask);
}
if (GameUserWidget)
{
GameUserWidget->DoRefreshListView();
}
}