UnLua

动态创建UMG

local widget_class =UE.UClass.Load("/Game/MyApp/WBP_MainUI")
local widget_root = NewObject(widget_class, self)
widget_root:AddToViewport()

UMG添加事件

function WBP_MainUI:Construct()

    Screen.Print('-----WBP_MainUI-----');
    self.Btn.OnClicked:Add(self, self.OnButtonClicked)
     self.ClickMeButton.OnClicked:Add(self, self.OnButtonClicked)
      self.ClickMeCheckBox.OnCheckStateChanged:Add(self, self.OnCheckBoxToggled)
end

function WBP_MainUI:OnButtonClicked()
    Screen.Print('Click...sdfsdfdfd.');

end

 

输入事件:

local function SetupKeyBindings()
    local key_names = {
        -- 字母
        "A", "B", "C", "D", "E","F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
        -- 数字
        "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Nine",
        -- 小键盘
        "NumPadOne", "NumPadTwo", "NumPadThree", "NumPadFour", "NumPadFive", "NumPadSix", "NumPadSeven", "NumPadEight", "NumPadNine",
        -- 方向键
        "Up", "Down", "Left", "Right",
        -- ProjectSettings -> Engine - Input -> Action Mappings
        "Fire", "Aim",
    }
    
    for _, key_name in ipairs(key_names) do
        M[key_name .. "_Pressed"] = function(self, key)
            Screen.Print(string.format("按下了%s", key.KeyName))
        end
    end
end


local function SetupAxisBindings()
    -- ProjectSettings -> Engine - Input -> Axis Mappings
    local axis_names = {
        "MoveForward", "MoveRight", "Turn", "LookUp", "LookUpRate", "TurnRate"
    }
    for _, axis_name in ipairs(axis_names) do
        M[axis_name] = function(self, value)
            if value ~= 0 then
                Screen.Print(string.format("%s(%f)", axis_name, value))
            end
        end
    end
end

定时事件

-- 相当于在蓝图中的 Set Timer by Event
    self.TimerHandle = UE.UKismetSystemLibrary.K2_SetTimerDelegate({ self, self.OnTimer }, 1, true)

function M:OnTimer()
    local seconds = UE.UKismetSystemLibrary.GetGameTimeInSeconds(self)
    self.GameTimeTextBlock:SetText(string.format("游戏时长:%d 秒", math.floor(seconds)))
end


function M:Destruct()
    -- 在UMG被销毁时尽量清理已绑定的委托,不清理则会在切换Map时自动清理
    self.ClickMeButton.OnClicked:Remove(self, self.OnButtonClicked)
    self.ClickMeCheckBox.OnCheckStateChanged:Remove(self, self.OnCheckBoxToggled)

    -- 相当于在蓝图中的 Clear and Invalidate Timer by Handle
    UE.UKismetSystemLibrary.K2_ClearAndInvalidateTimerHandle(self, self.TimerHandle)
end

容器类

 

 

 

Lua调用C++类

--本示例C++源码:
--Source\TPSProject\TutorialBlueprintFunctionLibrary.cpp

Screen.Print(msg)
    UE.UTutorialBlueprintFunctionLibrary.CallLuaByGlobalTable()
    Screen.Print("=================")
    UE.UTutorialBlueprintFunctionLibrary.CallLuaByFLuaTable()

 

posted @ 2022-04-24 11:03  木瓜网络  阅读(287)  评论(0编辑  收藏  举报