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| #pragma once
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| #include "CommonActivatableWidget.h"
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| #include "GameFeatureAction_WorldActionBase.h"
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| #include "UIExtensionSystem.h"
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| #include "GameFeatureAction_AddWidget.generated.h"
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| struct FWorldContext;
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| struct FComponentRequestHandle;
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| USTRUCT()
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| struct FLyraHUDLayoutRequest
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| {
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| GENERATED_BODY()
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| UPROPERTY(EditAnywhere, Category=UI, meta=(AssetBundles="Client"))
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| TSoftClassPtr<UCommonActivatableWidget> LayoutClass;
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| UPROPERTY(EditAnywhere, Category=UI, meta=(Categories="UI.Layer"))
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| FGameplayTag LayerID;
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| };
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| USTRUCT()
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| struct FLyraHUDElementEntry
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| {
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| GENERATED_BODY()
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| UPROPERTY(EditAnywhere, Category=UI, meta=(AssetBundles="Client"))
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| TSoftClassPtr<UUserWidget> WidgetClass;
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| UPROPERTY(EditAnywhere, Category = UI)
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| FGameplayTag SlotID;
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| };
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| UCLASS(MinimalAPI, meta = (DisplayName = "Add Widgets"))
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| class UGameFeatureAction_AddWidgets final : public UGameFeatureAction_WorldActionBase
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| {
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| GENERATED_BODY()
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| public:
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| virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) override;
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| #if WITH_EDITORONLY_DATA
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| virtual void AddAdditionalAssetBundleData(FAssetBundleData& AssetBundleData) override;
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| #endif
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| #if WITH_EDITOR
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| virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override;
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| #endif
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| private:
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| UPROPERTY(EditAnywhere, Category=UI, meta=(TitleProperty="{LayerID} -> {LayoutClass}"))
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| TArray<FLyraHUDLayoutRequest> Layout;
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| UPROPERTY(EditAnywhere, Category=UI, meta=(TitleProperty="{SlotID} -> {WidgetClass}"))
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| TArray<FLyraHUDElementEntry> Widgets;
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| private:
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| struct FPerActorData
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| {
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| TArray<TWeakObjectPtr<UCommonActivatableWidget>> LayoutsAdded;
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| TArray<FUIExtensionHandle> ExtensionHandles;
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| };
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| struct FPerContextData
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| {
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| TArray<TSharedPtr<FComponentRequestHandle>> ComponentRequests;
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| TMap<FObjectKey, FPerActorData> ActorData;
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| };
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| TMap<FGameFeatureStateChangeContext, FPerContextData> ContextData;
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| virtual void AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) override;
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| void Reset(FPerContextData& ActiveData);
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| void HandleActorExtension(AActor* Actor, FName EventName, FGameFeatureStateChangeContext ChangeContext);
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| void AddWidgets(AActor* Actor, FPerContextData& ActiveData);
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| void RemoveWidgets(AActor* Actor, FPerContextData& ActiveData);
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| };
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