LuckyRobotsUnreal/Source/Luckyrobots/Public/LuckyRobotsGameInstance.h
martinluckyrobots 4b116bf9da Optimize CaptureSetting, GoalTask, etc.
2025-04-02 13:40:55 +08:00

73 lines
1.7 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/GameInstance.h"
#include "SharedDef.h"
#include "LuckyRobotsGameInstance.generated.h"
class USIOJsonValue;
/**
*
*/
UCLASS()
class LUCKYROBOTS_API ULuckyRobotsGameInstance : public UGameInstance
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
UDataTable* RobotDataDataTable;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
UDataTable* LevelDataTable;
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
ERobotsName CurrentSelectRobot = ERobotsName::None;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
ELevelEnum CurrentSelectLevel = ELevelEnum::None;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
EQualityEnum CurrentSelectQuality = EQualityEnum::Epic;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FGoalsTaskData> TaskList;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FGoalsTaskData TempTask;
public:
UFUNCTION(BlueprintImplementableEvent)
void DoGetDispatch(const FString& EventName, USIOJsonValue* EventData);
UFUNCTION(BlueprintCallable)
void ClearTaskList();
UFUNCTION(BlueprintCallable)
void AddTask(FGoalsTaskData TaskData);
UFUNCTION(BlueprintCallable)
void RemoveTask(FGoalsTaskData TaskData);
UFUNCTION(BlueprintCallable)
void RemoveTaskByGoalType(EGoalType GoalType);
UFUNCTION(BlueprintPure)
int GetTaskNum();
UFUNCTION(BlueprintCallable)
void SetTask(int Index, FGoalsTaskData TaskData);
UFUNCTION(BlueprintCallable)
bool GetTask(int Index, FGoalsTaskData& TaskData);
UFUNCTION(BlueprintCallable)
void ReSetTaskList();
UFUNCTION(BlueprintPure)
TArray<FGoalsTaskData> GetTaskList();
};