事件处理(Handling Events)和委托(Delegate)代码示例(一)【UE4】【C++】
【摘要】
1. 通过重写虚函数来处理事件
MyTriggerVolume.h
自定义一个继承自 Actor 的子类,添加一个
Box 组件作为触发区域,然后通过重写虚函数——
NotifyActorBeginOverlap,
NotifyActorEndOverlap 来响应事件
#pragma once #in...
1. 通过重写虚函数来处理事件
MyTriggerVolume.h
自定义一个继承自 Actor 的子类,添加一个 Box 组件作为触发区域,然后通过重写虚函数—— NotifyActorBeginOverlap, NotifyActorEndOverlap 来响应事件
#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
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