搬了lyra的hudlayout

This commit is contained in:
2023-08-28 03:38:23 +08:00
parent b9666b7fe7
commit c90b2d2956
343 changed files with 10665 additions and 2 deletions

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/CancellableAsyncAction.h"
#include "UObject/SoftObjectPtr.h"
#include "AsyncAction_CreateWidgetAsync.generated.h"
class APlayerController;
class UGameInstance;
class UUserWidget;
class UWorld;
struct FFrame;
struct FStreamableHandle;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCreateWidgetAsyncDelegate, UUserWidget*, UserWidget);
/**
* Load the widget class asynchronously, the instance the widget after the loading completes, and return it on OnComplete.
*/
UCLASS(BlueprintType)
class COMMONGAME_API UAsyncAction_CreateWidgetAsync : public UCancellableAsyncAction
{
GENERATED_UCLASS_BODY()
public:
virtual void Cancel() override;
UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta=(WorldContext = "WorldContextObject", BlueprintInternalUseOnly="true"))
static UAsyncAction_CreateWidgetAsync* CreateWidgetAsync(UObject* WorldContextObject, TSoftClassPtr<UUserWidget> UserWidgetSoftClass, APlayerController* OwningPlayer, bool bSuspendInputUntilComplete = true);
virtual void Activate() override;
public:
UPROPERTY(BlueprintAssignable)
FCreateWidgetAsyncDelegate OnComplete;
private:
void OnWidgetLoaded();
FName SuspendInputToken;
TWeakObjectPtr<APlayerController> OwningPlayer;
TWeakObjectPtr<UWorld> World;
TWeakObjectPtr<UGameInstance> GameInstance;
bool bSuspendInputUntilComplete;
TSoftClassPtr<UUserWidget> UserWidgetSoftClass;
TSharedPtr<FStreamableHandle> StreamingHandle;
};

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/CancellableAsyncAction.h"
#include "GameplayTagContainer.h"
#include "UObject/SoftObjectPtr.h"
#include "AsyncAction_PushContentToLayerForPlayer.generated.h"
class APlayerController;
class UCommonActivatableWidget;
class UObject;
struct FFrame;
struct FStreamableHandle;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPushContentToLayerForPlayerAsyncDelegate, UCommonActivatableWidget*, UserWidget);
/**
*
*/
UCLASS(BlueprintType)
class COMMONGAME_API UAsyncAction_PushContentToLayerForPlayer : public UCancellableAsyncAction
{
GENERATED_UCLASS_BODY()
public:
virtual void Cancel() override;
UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta=(WorldContext = "WorldContextObject", BlueprintInternalUseOnly="true"))
static UAsyncAction_PushContentToLayerForPlayer* PushContentToLayerForPlayer(APlayerController* OwningPlayer, UPARAM(meta = (AllowAbstract=false)) TSoftClassPtr<UCommonActivatableWidget> WidgetClass, UPARAM(meta = (Categories = "UI.Layer")) FGameplayTag LayerName, bool bSuspendInputUntilComplete = true);
virtual void Activate() override;
public:
UPROPERTY(BlueprintAssignable)
FPushContentToLayerForPlayerAsyncDelegate BeforePush;
UPROPERTY(BlueprintAssignable)
FPushContentToLayerForPlayerAsyncDelegate AfterPush;
private:
FGameplayTag LayerName;
bool bSuspendInputUntilComplete = false;
TWeakObjectPtr<APlayerController> OwningPlayerPtr;
TSoftClassPtr<UCommonActivatableWidget> WidgetClass;
TSharedPtr<FStreamableHandle> StreamingHandle;
};

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Kismet/BlueprintAsyncActionBase.h"
#include "UObject/ObjectPtr.h"
#include "AsyncAction_ShowConfirmation.generated.h"
enum class ECommonMessagingResult : uint8;
class FText;
class UCommonGameDialogDescriptor;
class ULocalPlayer;
struct FFrame;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCommonMessagingResultMCDelegate, ECommonMessagingResult, Result);
/**
* Allows easily triggering an async confirmation dialog in blueprints that you can then wait on the result.
*/
UCLASS()
class UAsyncAction_ShowConfirmation : public UBlueprintAsyncActionBase
{
GENERATED_UCLASS_BODY()
public:
UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta = (BlueprintInternalUseOnly = "true", WorldContext = "InWorldContextObject"))
static UAsyncAction_ShowConfirmation* ShowConfirmationYesNo(
UObject* InWorldContextObject, FText Title, FText Message
);
UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta = (BlueprintInternalUseOnly = "true", WorldContext = "InWorldContextObject"))
static UAsyncAction_ShowConfirmation* ShowConfirmationOkCancel(
UObject* InWorldContextObject, FText Title, FText Message
);
UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta = (BlueprintInternalUseOnly = "true", WorldContext = "InWorldContextObject"))
static UAsyncAction_ShowConfirmation* ShowConfirmationCustom(
UObject* InWorldContextObject, UCommonGameDialogDescriptor* Descriptor
);
virtual void Activate() override;
public:
UPROPERTY(BlueprintAssignable)
FCommonMessagingResultMCDelegate OnResult;
private:
void HandleConfirmationResult(ECommonMessagingResult ConfirmationResult);
UPROPERTY(Transient)
TObjectPtr<UObject> WorldContextObject;
UPROPERTY(Transient)
TObjectPtr<ULocalPlayer> TargetLocalPlayer;
UPROPERTY(Transient)
TObjectPtr<UCommonGameDialogDescriptor> Descriptor;
};