搬了lyra的hudlayout
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106
Plugins/CommonGame/Source/Private/Messaging/CommonGameDialog.cpp
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106
Plugins/CommonGame/Source/Private/Messaging/CommonGameDialog.cpp
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Messaging/CommonGameDialog.h"
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#include "Messaging/CommonMessagingSubsystem.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(CommonGameDialog)
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#define LOCTEXT_NAMESPACE "Messaging"
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UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationOk(const FText& Header, const FText& Body)
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{
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UCommonGameDialogDescriptor* Descriptor = NewObject<UCommonGameDialogDescriptor>();
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Descriptor->Header = Header;
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Descriptor->Body = Body;
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FConfirmationDialogAction ConfirmAction;
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ConfirmAction.Result = ECommonMessagingResult::Confirmed;
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ConfirmAction.OptionalDisplayText = LOCTEXT("Ok", "Ok");
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Descriptor->ButtonActions.Add(ConfirmAction);
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return Descriptor;
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}
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UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationOkCancel(const FText& Header, const FText& Body)
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{
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UCommonGameDialogDescriptor* Descriptor = NewObject<UCommonGameDialogDescriptor>();
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Descriptor->Header = Header;
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Descriptor->Body = Body;
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FConfirmationDialogAction ConfirmAction;
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ConfirmAction.Result = ECommonMessagingResult::Confirmed;
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ConfirmAction.OptionalDisplayText = LOCTEXT("Ok", "Ok");
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FConfirmationDialogAction CancelAction;
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CancelAction.Result = ECommonMessagingResult::Cancelled;
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CancelAction.OptionalDisplayText = LOCTEXT("Cancel", "Cancel");
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Descriptor->ButtonActions.Add(ConfirmAction);
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Descriptor->ButtonActions.Add(CancelAction);
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return Descriptor;
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}
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UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationYesNo(const FText& Header, const FText& Body)
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{
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UCommonGameDialogDescriptor* Descriptor = NewObject<UCommonGameDialogDescriptor>();
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Descriptor->Header = Header;
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Descriptor->Body = Body;
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FConfirmationDialogAction ConfirmAction;
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ConfirmAction.Result = ECommonMessagingResult::Confirmed;
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ConfirmAction.OptionalDisplayText = LOCTEXT("Yes", "Yes");
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FConfirmationDialogAction DeclineAction;
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DeclineAction.Result = ECommonMessagingResult::Declined;
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DeclineAction.OptionalDisplayText = LOCTEXT("No", "No");
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Descriptor->ButtonActions.Add(ConfirmAction);
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Descriptor->ButtonActions.Add(DeclineAction);
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return Descriptor;
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}
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UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationYesNoCancel(const FText& Header, const FText& Body)
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{
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UCommonGameDialogDescriptor* Descriptor = NewObject<UCommonGameDialogDescriptor>();
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Descriptor->Header = Header;
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Descriptor->Body = Body;
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FConfirmationDialogAction ConfirmAction;
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ConfirmAction.Result = ECommonMessagingResult::Confirmed;
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ConfirmAction.OptionalDisplayText = LOCTEXT("Yes", "Yes");
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FConfirmationDialogAction DeclineAction;
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DeclineAction.Result = ECommonMessagingResult::Declined;
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DeclineAction.OptionalDisplayText = LOCTEXT("No", "No");
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FConfirmationDialogAction CancelAction;
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CancelAction.Result = ECommonMessagingResult::Cancelled;
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CancelAction.OptionalDisplayText = LOCTEXT("Cancel", "Cancel");
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Descriptor->ButtonActions.Add(ConfirmAction);
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Descriptor->ButtonActions.Add(DeclineAction);
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Descriptor->ButtonActions.Add(CancelAction);
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return Descriptor;
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}
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UCommonGameDialog::UCommonGameDialog()
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{
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}
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void UCommonGameDialog::SetupDialog(UCommonGameDialogDescriptor* Descriptor, FCommonMessagingResultDelegate ResultCallback)
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{
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}
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void UCommonGameDialog::KillDialog()
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{
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}
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#undef LOCTEXT_NAMESPACE
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