October3d55/M/LowEntryExtStdLib/Source/LowEntryExtendedStandardLib.../Public/ClassesLatentAction/LowEntryLatentActionFloat.h

57 lines
1.6 KiB
C++

// Copyright Low Entry. Apache License, Version 2.0.
#pragma once
#include "CoreMinimal.h"
#include "DelayAction.h"
#include "LowEntryLatentActionFloat.generated.h"
UCLASS(BlueprintType)
class LOWENTRYEXTENDEDSTANDARDLIBRARY_API ULowEntryLatentActionFloat : public UObject
{
GENERATED_UCLASS_BODY()
public:
static ULowEntryLatentActionFloat* Create();
public:
UPROPERTY()
bool Finished = false;
UPROPERTY()
double Result = 0;
UPROPERTY()
int32 KeepAliveCount = 0;
/**
* Waits till the latent action is done.
*/
UFUNCTION(BlueprintCallable, Category = "Low Entry|Extended Standard Library|Latent Action|Float", meta = (Latent, WorldContext = "WorldContextObject", LatentInfo = "LatentInfo", DisplayName = "Wait Till Done", Keywords = "untill for end finished complete completion"))
void WaitTillDone(UObject* WorldContextObject, FLatentActionInfo LatentInfo, double& Result_);
void LatentActionDone();
/**
* Causes the latent action to be done.
*/
UFUNCTION(BlueprintCallable, Category = "Low Entry|Extended Standard Library|Latent Action|Float", Meta = (DisplayName = "Done", Keywords = "end finished complete completion"))
void Done(double Result_);
/**
* Returns true if the latent action is done.
*/
UFUNCTION(BlueprintPure, Category = "Low Entry|Extended Standard Library|Latent Action|Float", Meta = (DisplayName = "Is Done", Keywords = "end finished complete completion"))
bool IsDone();
/**
* Returns the result.
*/
UFUNCTION(BlueprintPure, Category = "Low Entry|Extended Standard Library|Latent Action|Float", Meta = (DisplayName = "Get Result", Keywords = "result return value"))
void GetResult(double& Result_);
};