搬了lyra的hudlayout
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Messaging/CommonMessagingSubsystem.h"
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#include "Engine/GameInstance.h"
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#include "Engine/LocalPlayer.h"
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#include "UObject/UObjectHash.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(CommonMessagingSubsystem)
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class FSubsystemCollectionBase;
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class UClass;
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void UCommonMessagingSubsystem::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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}
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void UCommonMessagingSubsystem::Deinitialize()
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{
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Super::Deinitialize();
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}
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bool UCommonMessagingSubsystem::ShouldCreateSubsystem(UObject* Outer) const
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{
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if (!CastChecked<ULocalPlayer>(Outer)->GetGameInstance()->IsDedicatedServerInstance())
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{
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TArray<UClass*> ChildClasses;
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GetDerivedClasses(GetClass(), ChildClasses, false);
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// Only create an instance if there is no override implementation defined elsewhere
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return ChildClasses.Num() == 0;
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}
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return false;
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}
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void UCommonMessagingSubsystem::ShowConfirmation(UCommonGameDialogDescriptor* DialogDescriptor, FCommonMessagingResultDelegate ResultCallback)
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{
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}
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void UCommonMessagingSubsystem::ShowError(UCommonGameDialogDescriptor* DialogDescriptor, FCommonMessagingResultDelegate ResultCallback)
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{
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}
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