KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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UEvaluationScenario.cpp
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1// Copyright (c) 2025 Doppleddiggong. All rights reserved. Unauthorized copying, modification, or distribution of this file, via any medium is strictly prohibited. Proprietary and confidential.
2
4
5#include "UGameDataManager.h"
6#include "ULingoGameHelper.h"
7#include "Components/Image.h"
8#include "Components/TextBlock.h"
9#include "Onepiece/Onepiece.h"
10
12{
13 auto ScenarioTexture = ULingoGameHelper::ConvertScenarioTexture(InScenarioResult.scenario_type);
14 if (UTexture2D* Texture = UGameDataManager::Get(this)->GetTexture(ScenarioTexture))
15 {
16 Image_Symbol->SetBrushFromTexture(Texture);
17 }
18
19 Txt_Title->SetText(FText::FromString(InScenarioResult.feedback_summary.title));
20
21 FString Description = FString::Printf(TEXT("%s\n\n[NextAction]\n%s"),
22 *InScenarioResult.feedback_summary.message,
23 *InScenarioResult.action_item);
24
25 Txt_Desc->SetText(FText::FromString(Description));
26 Txt_Desc->SetLineHeightPercentage( DefineData::LineHeightPercentage );
27
28 auto GradeTexture = ULingoGameHelper::ConvertGradeString(InScenarioResult.grade);
29 if (UTexture2D* Texture = UGameDataManager::Get(this)->GetTexture(GradeTexture))
30 {
31 Image_Grade->SetBrushFromTexture(Texture);
32 }
33}
UGameDataManager 클래스를 선언합니다.
TObjectPtr< class UImage > Image_Symbol
TObjectPtr< class UTextBlock > Txt_Title
TObjectPtr< class UImage > Image_Grade
void InitPanel(const FScenarioResult &InScenarioResult)
시나리오 결과 데이터로 패널 초기화
TObjectPtr< class UTextBlock > Txt_Desc
static EResourceTextureType ConvertScenarioTexture(EScenarioType ScenarioType)
static EResourceTextureType ConvertGradeString(const FString &Grade)
static const float LineHeightPercentage
Definition Onepiece.h:63
시나리오별 결과 구조체입니다.
FFeedbackSummary feedback_summary
EScenarioType scenario_type