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