LuckyRobotsUnreal/Source/Luckyrobots/Public/LuckyRobotsFunctionLibrary.h
martinluckyrobots 90f894a594 Optimize some WB_GameWidget codes and Gameinstance codes
2025-04-04 14:04:15 +08:00

38 lines
1.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "SharedDef.h"
#include "LuckyRobotsFunctionLibrary.generated.h"
class ULuckyRobotsGameInstance;
class USG_CaptureSetting;
/**
*
*/
UCLASS()
class LUCKYROBOTS_API ULuckyRobotsFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure, meta = (WorldContext = "WorldContextObject"))
static ULuckyRobotsGameInstance* GetLuckyRobotsGameInstance(const UObject* WorldContextObject);
UFUNCTION(BlueprintPure, meta = (WorldContext = "WorldContextObject"))
static TArray<FRobotData> GetActiveRobotDataList(const UObject* WorldContextObject);
UFUNCTION(BlueprintPure, meta = (WorldContext = "WorldContextObject"))
static TArray<FLevelData> GetActiveLevelDataList(const UObject* WorldContextObject);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"))
static void UpdateQualitySettings(const UObject* WorldContextObject);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"))
static FCaptureSettingsData LoadCaptureSettings(const UObject* WorldContextObject);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"))
static void SaveCaptureSettings(const UObject* WorldContextObject, FCaptureSettingsData CaptureSetting);
};