// Fill out your copyright notice in the Description page of Project Settings. #include "LobbyWidgetManager.h" #include "ProjectT/System/Lobby/GameModes/LobbyGameMode.h" void ULobbyWidgetManager::InitializeManager(const UObject* WorldObjectContext) { Super::InitializeManager(WorldObjectContext); } void ULobbyWidgetManager::ReleaseManager() { OnRequestLevelChange.Unbind(); Super::ReleaseManager(); } void ULobbyWidgetManager::RequestLevelChange(int32 StageIDX, const FOnCompleteLevelChange& Subscribe) { OnRequestLevelChange.ExecuteIfBound(StageIDX); OnCompleteLevelChange = Subscribe; } void ULobbyWidgetManager::RequestStageData(const FOnRequestStageData& OnRequestStageData) { FStageWrap Data; Data.StageDatas = StageDatas; OnRequestStageData.ExecuteIfBound(Data); } void ULobbyWidgetManager::RequestPlayerCharacterData(const FOnRequestPlayerCharacterData& OnRequestPlayerCharacterData) { FCharacterWrap Data; Data.PlayerCharacterDatas = PlayerCharacterDatas; OnRequestPlayerCharacterData.ExecuteIfBound(Data); } void ULobbyWidgetManager::RequestSkillData(const FOnRequestSkillData& OnRequestSkillData) { FSkillWrap Data; Data.SkillDatas = SkillDatas; OnRequestSkillData.ExecuteIfBound(Data); } void ULobbyWidgetManager::RequestObjectiveData(const FOnRequestObjectiveData& OnRequestObjectiveData) { FObjectiveWrap Data; Data.ObjectiveDatas = ObjectiveDatas; OnRequestObjectiveData.ExecuteIfBound(Data); }