您的位置:首页 > 编程语言 > C语言/C++

事件处理(Handling Events)和委托(Delegate)代码示例(一)【UE4】【C++】

2017-03-20 01:44 495 查看

1. 通过重写虚函数来处理事件

MyTriggerVolume.h

自定义一个Actor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;
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 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);// 其实就是将 EnableLight 函数绑定在了委托上。
}
}

}

// 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)
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签:  UE4 delegate