okey-dokey
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@ -6,5 +6,32 @@ void UModeInputTextBox::HandleOnTextChanged(FText const & inText) {
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auto & s = inText.ToString();
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auto lastChar = s.LeftChop(1);
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lastChar.ToUpperInline();
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if (!lastChar.IsEmpty()) {
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switch (myTarget) {
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case THSModeTarget::Energy:
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switch (lastChar[0]) {
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case 'E':
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break;
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case 'X':
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break;
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default:
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break;
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}
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break;
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case THSModeTarget::OpMode:
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switch (lastChar[0]) {
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case 'T':
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break;
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case 'R':
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break;
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case 'P':
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break;
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}
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break;
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default:
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break;
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}
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}
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SetText(FText::FromString(lastChar));
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}
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34
Source/MyProject/Private/TheracSimComponent.cpp
Normal file
34
Source/MyProject/Private/TheracSimComponent.cpp
Normal file
@ -0,0 +1,34 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TheracSimComponent.h"
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// Sets default values for this component's properties
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UTheracSimComponent::UTheracSimComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UTheracSimComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void UTheracSimComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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