Reduce coupling in the unreal side
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@@ -6,31 +6,15 @@
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#include "Engine/HitResult.h"
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#include "GameFramework/GameModeBase.h"
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#include "lpx-enginewrapper.hpp"
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#include "StringDecoder.h"
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#include "StreamBuffer.h"
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#include "TangibleManager.h"
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#include "AssetLookup.h"
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#include "LuprexSockets.h"
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#include "TriggeredTask.h"
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#include "BreakToDebugger.h"
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#include "Blueprint/UserWidget.h"
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#include "Widgets/CommonActivatableWidgetContainer.h"
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#include "CommonActivatableWidget.h"
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#include "LuprexGameModeBase.generated.h"
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class UlxLuaValues;
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UCLASS(BlueprintType)
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class INTEGRATION_API UlxLuaWidget : public UCommonActivatableWidget
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "Luprex|Miscellaneous")
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void ReadLuaConfiguration(UlxLuaValues *Config);
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};
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/**
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*
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*
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*/
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UCLASS(BlueprintType)
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class INTEGRATION_API ALuprexGameModeBase : public AGameModeBase, public FRunnable
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@@ -90,9 +74,6 @@ public:
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FlxStreamBuffer &GetLuaCallBuffer() { return LuaCallBuffer; }
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// Get the Asset Lookup table.
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const UlxAssetLookup *GetAssetLookup() const { return AssetLookup; }
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// Transfer console output from the Luprex engine to unreal.
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void UpdateConsoleOutput();
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@@ -120,10 +101,6 @@ public:
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// Get the current Luprex Game Mode Base, given a Context object.
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static ALuprexGameModeBase *FromContext(const UObject *Context);
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// Asset Lookup by Name.
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UPROPERTY()
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UlxAssetLookup *AssetLookup;
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UPROPERTY()
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UlxTangibleManager *TangibleManager;
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