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