事件处理(Handling Events)和委托(Delegate)代码示例(一)【UE4】【C++】
1. 通过重写虚函数来处理事件
MyTriggerVolume.h
-
#pragma once
-
-
#include "GameFramework/Actor.h"
-
#include "MyTriggerVolume.generated.h"
-
-
UCLASS()
-
class TEST_API AMyTriggerVolume : public AActor
-
{
-
GENERATED_BODY()
-
-
public:
-
// Sets default values for this actor's properties
-
AMyTriggerVolume();
-
-
// Called when the game starts or when spawned
-
virtual void BeginPlay() override;
-
-
// Called every frame
-
virtual void Tick( float DeltaSeconds ) override;
-
-
UPROPERTY()
-
UBoxComponent* TriggerZone;
-
-
UFUNCTION()
-
virtual void NotifyActorBeginOverlap(AActor* OtherActor) override;
-
UFUNCTION()
-
virtual void NotifyActorEndOverlap(AActor* OtherActor) override;
-
};
MyTriggerVolume.cpp
-
#include "Test.h"
-
#include "UE4TestGameMode.h"
-
#include "MyTriggerVolume.h"
-
-
-
// Sets default values
-
AMyTriggerVolume::AMyTriggerVolume()
-
{
-
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
-
PrimaryActorTick.bCanEverTick = true; ///< 每帧都调用 Tick()
-
TriggerZone = CreateDefaultSubobject<UBoxComponent>("TriggerZone");
-
TriggerZone->SetBoxExtent(FVector(200, 200, 100));// 设置触发区域的范围
-
}
-
-
// Called when the game starts or when spawned
-
void AMyTriggerVolume::BeginPlay()
-
{
-
Super::BeginPlay();
-
-
}
-
-
// Called every frame
-
void AMyTriggerVolume::Tick( float DeltaTime )
-
{
-
Super::Tick( DeltaTime );
-
-
}
-
-
// 重写虚函数来响应事件
-
void AMyTriggerVolume::NotifyActorBeginOverlap(AActor* OtherActor)
-
{
-
GEngine->AddOnScreenDebugMessage(-1, 1, FColor::Red, FString::Printf(TEXT("%s entered me"), *(OtherActor->GetName())));// 注意FString::Format需要解引用
-
}
-
// 重写虚函数来响应事件
-
void AMyTriggerVolume::NotifyActorEndOverlap(AActor* OtherActor)
-
{
-
GEngine->AddOnScreenDebugMessage(-1, 1, FColor::Red, FString::Printf(TEXT("%s left me"), *(OtherActor->GetName())));
-
}
2. 绑定在 UFUNCTION 函数上的委托(不带参数)
委托的好处在于,我们不用知道当前指派的函数的细节就可以调用它,它是一种安全版本的函数指针。
以下代码将展示如何关联 UFUNCTION 到一个委托上,即委托执行时,UFUNCTION 将被调用。
(效果为 当玩家进入触发区域,点光源亮)
首先在 UE4TestGameMode.h 中添加一个委托声明(在 UCLASS 之前),如下:
DECLARE_DELEGATE(FStandardDelegateSignature)
然后,为 UE4TestGameMode 类添加一个新成员
FStandardDelegateSignature MyStandardDelegate;
接着,我们新建一个 Actor 子类——DelegateListener,主要实现具体方法,以及负责委托的绑定和解绑
DelegateListener.h
-
UCLASS()
-
class TEST_API ADelegateListener : public AActor
-
{
-
GENERATED_BODY()
-
-
public:
-
// Sets default values for this actor's properties
-
ADelegateListener();
-
-
// Called when the game starts or when spawned
-
virtual void BeginPlay() override;
-
-
// Called every frame
-
virtual void Tick( float DeltaSeconds ) override;
-
-
UFUNCTION()
-
void EnableLight();
-
-
UFUNCTION()
-
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
-
-
UPROPERTY()
-
UPointLightComponent* PointLight;
-
-
};
DelegateListener.cpp
-
#include "Test.h"
-
#include "UE4TestGameMode.h" // 注意 include 的位置
-
#include "DelegateListener.h"
-
-
-
// Sets default values
-
ADelegateListener::ADelegateListener()
-
{
-
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
-
PrimaryActorTick.bCanEverTick = true;
-
PointLight = CreateDefaultSubobject<UPointLightComponent>("PointLight");
-
RootComponent = PointLight;
-
-
PointLight->SetVisibility(false);
-
}
-
-
// Called when the game starts or when spawned
-
void ADelegateListener::BeginPlay()
-
{
-
Super::BeginPlay();
-
UWorld* TheWorld = GetWorld();
-
if (TheWorld != nullptr)
-
{
-
AGameMode* GameMode = Cast<AGameMode>(UGameplayStatics::GetGameMode(TheWorld));
-
AUE4TestGameMode * MyGameMode = Cast<AUE4TestkGameMode>(GameMode);
-
if (MyGameMode != nullptr)
-
{
-
// ❤ 绑定一个基于 UObject 的成员函数的委托。UObject 委托保留了一个弱引用在你的对象上,可以通过.ExecuteIfBound() 来调用委托的函数
-
MyGameMode->MyStandardDelegate.BindUObject(this,
-
&ADelegateListener::EnableLight);// 其实就是绑定了 EnableLight 函数指针。
-
}
-
}
-
-
}
-
-
// Called every frame
-
void ADelegateListener::Tick( float DeltaTime )
-
{
-
Super::Tick( DeltaTime );
-
-
}
-
-
void ADelegateListener::EnableLight()
-
{
-
PointLight->SetVisibility(true);
-
}
-
-
void ADelegateListener::EndPlay(const EEndPlayReason::Type EndPlayReason)
-
{
-
Super::EndPlay(EndPlayReason);
-
UWorld* TheWorld = GetWorld();
-
if (TheWorld != nullptr)
-
{
-
AGameMode* GameMode = Cast<AGameMode>(UGameplayStatics::GetGameMode(TheWorld));
-
AUE4TestGameMode * MyGameMode = Cast<AUE4TestGameMode>(GameMode);
-
if (MyGameMode != nullptr)
-
{
-
// 解绑委托
-
MyGameMode->MyStandardDelegate.Unbind();
-
}
-
}
-
}
值得注意的是,如果我们绑定的是普通的 C++ 函数,那么就应该将 BindUObject 改为 BindRaw,如果是静态方法,那就改为 BindStatic。
最后,回到我们之前的 MyTriggerVolume.cpp, 利用 GameMode(我们之前声明委托和定义委托成员的地方) 执行委托,
在 NotifyActorBeginOverlap 方法中添加以下代码:
-
UWorld* TheWorld = GetWorld();
-
if (TheWorld != nullptr)
-
{
-
AGameMode* GameMode = Cast<AGameMode>(UGameplayStatics::GetGameMode(TheWorld));
-
AUE4TestGameMode * MyGameMode = Cast<AUE4TestGameMode>(GameMode);
-
// ❤ 执行委托的函数
-
MyGameMode->MyStandardDelegate.ExecuteIfBound();
-
}
(未完待续)
文章来源: panda1234lee.blog.csdn.net,作者:panda1234lee,版权归原作者所有,如需转载,请联系作者。
原文链接:panda1234lee.blog.csdn.net/article/details/63834770
- 点赞
- 收藏
- 关注作者
评论(0)