[UE4]事件处理(Handling Events)和委托(Delegate)代码示例(一)

时间:2023-03-09 16:15:03
[UE4]事件处理(Handling Events)和委托(Delegate)代码示例(一)

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(, , ));// 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(-, , 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(-, , 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();
}