LuckyRobotsUnreal/Source/Luckyrobots/Private/LuckyRobotsFunctionLibrary.cpp

57 lines
1.7 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "LuckyRobotsFunctionLibrary.h"
#include "LuckyRobotsGameInstance.h"
TArray<FRobotData> ULuckyRobotsFunctionLibrary::GetActiveRobotDataList(const UObject* WorldContextObject)
{
TArray<FRobotData> RobotDataList;
ULuckyRobotsGameInstance* LuckyRobotsGameInstance = Cast<ULuckyRobotsGameInstance>(WorldContextObject->GetWorld()->GetGameInstance());
if (LuckyRobotsGameInstance)
{
if (LuckyRobotsGameInstance->RobotDataDataTable)
{
FString ContextString;
TArray<FName> RowNames = LuckyRobotsGameInstance->RobotDataDataTable->GetRowNames();
for (auto RowString : RowNames)
{
FRobotData* pRow = LuckyRobotsGameInstance->RobotDataDataTable->FindRow<FRobotData>(FName(RowString), ContextString);
if (pRow)
{
if (pRow->bActive)
{
RobotDataList.Add(*pRow);
}
}
}
}
}
return RobotDataList;
}
TArray<FLevelData> ULuckyRobotsFunctionLibrary::GetActiveLevelDataList(const UObject* WorldContextObject)
{
TArray<FLevelData> LevelDataList;
ULuckyRobotsGameInstance* LuckyRobotsGameInstance = Cast<ULuckyRobotsGameInstance>(WorldContextObject->GetWorld()->GetGameInstance());
if (LuckyRobotsGameInstance)
{
if (LuckyRobotsGameInstance->LevelDataTable)
{
FString ContextString;
TArray<FName> RowNames = LuckyRobotsGameInstance->LevelDataTable->GetRowNames();
for (auto RowString : RowNames)
{
FLevelData* pRow = LuckyRobotsGameInstance->LevelDataTable->FindRow<FLevelData>(FName(RowString), ContextString);
if (pRow)
{
if (pRow->bActive)
{
LevelDataList.Add(*pRow);
}
}
}
}
}
return LevelDataList;
}