62 lines
1.8 KiB
C++
62 lines
1.8 KiB
C++
// Copyright (c) 2026 Unreal Directive. Licensed under the MIT License.
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#pragma once
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#include "CoreMinimal.h"
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#include "Tasks/DirectiveUtilAsyncActionBase.h"
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#include "Engine/TimerHandle.h"
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#include "DirectiveUtilTask_Delay.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnDelayCompleted);
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/**
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* DirectiveUtilTask_Delay
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* A cancellable delay.
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*/
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UCLASS(BlueprintType, meta=(ExposedAsyncProxy = AsyncTask, DisplayName="Cancellable Delay"))
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class DIRECTIVEUTILITIESRUNTIME_API UDirectiveUtilTask_Delay : public UDirectiveUtilCancellableAsyncAction
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{
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GENERATED_BODY()
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public:
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/**
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* Starts a cancellable delay.
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* When the delay has completed, the Completed delegate is called.
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* Call Cancel to stop the delay before it completes.
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*
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* @param WorldContextObject The world context object.
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* @param Duration The duration of the delay in seconds. Non-finite and non-positive values complete on the next timer tick.
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*/
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UFUNCTION(
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BlueprintCallable,
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meta=(
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BlueprintInternalUseOnly = "true",
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Category = "Directive Utilities|FlowControl",
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WorldContext = "WorldContextObject",
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DisplayName = "Cancellable Delay"
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))
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static UDirectiveUtilTask_Delay* CancellableDelay(UObject* WorldContextObject, float Duration);
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UFUNCTION(BlueprintCallable, meta=(DeprecatedFunction, DeprecationMessage="Use Cancel instead."), Category = "Directive Utilities|FlowControl")
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void EndTask();
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virtual void Activate() override;
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virtual void Cancel() override;
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virtual bool IsActive() const override;
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virtual bool ShouldBroadcastDelegates() const override;
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UPROPERTY(BlueprintAssignable)
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FOnDelayCompleted Completed;
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protected:
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UPROPERTY()
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TObjectPtr<UObject> WorldContextObject;
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float Duration = 0.0f;
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bool bFinished = false;
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FTimerHandle TimerHandle;
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void OnDelayComplete();
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};
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