[UE4]事件处理(Handling Events)和委托(Delegate)代码示例(二)【C++】

3. 创建带参数的委托

我们可以通过修改委托的签名来使其接受参数

比如我们需要接受一个参数的话,可以在 GameMode 中这样声明:

DECLARE_DELEGATE_OneParam(FParamDelegateSignature, FLinearColor)  

注意:这个宏与之前稍有不同,后缀多出了一个 _OneParam ,而且我们还需要指定接受参数的类型——本例为 FLinearColor

接着再添加一个 FParamDelegateSignature 成员 

FParamDelegateSignature MyParameterDelegate;     

这和之前一样,创建一个委托实例作为 GameMode 成员


然后创建一个 Actor 类,取名为 ParamDelegateListener,

在头文件中添加以下声明

UFUNCTION()  
void SetLightColor(FLinearColor LightColor);  
  
UPROPERTY()  
UPointLightComponent* PointLight;  

ParamDelegateListener.cpp 

#include "Test.h"  
#include "UE4TestGameMode.h"  
#include "ParamDelegateListener.h"  
  
  
// Sets default values  
AParamDelegateListener::AParamDelegateListener()  
{  
    // 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;  
  
}  
  
// Called when the game starts or when spawned  
void AParamDelegateListener::BeginPlay()  
{  
    Super::BeginPlay();  
    UWorld* TheWorld = GetWorld();  
    if (TheWorld != nullptr)  
    {  
        AGameMode* GameMode = Cast<AGameMode>(UGameplayStatics::GetGameMode(TheWorld));  
        AUE4TestGameMode * MyGameMode = Cast<AUE4TestGameMode>(GameMode);  
        if (MyGameMode != nullptr)  
        {  
            // Binds a UObject-based member function delegate. UObject delegates keep a weak reference to your object. You can use ExecuteIfBound() to call them.(注意绑定的还是 UFUNCTION)  
            MyGameMode->MyParameterDelegate.BindUObject(this, &AParamDelegateListener::SetLightColor);  
        }  
    }  
  
}  
  
// Called every frame  
void AParamDelegateListener::Tick( float DeltaTime )  
{  
    Super::Tick( DeltaTime );  
  
}  
// 1个参数  
void AParamDelegateListener::SetLightColor(FLinearColor LightColor)  
{  
    PointLight->SetLightColor(LightColor);  
}  

回到 MyTriggerVollume.cpp,在 NotifyActorBeginOverlap 函数中添加以下代码:

MyGameMode->MyParameterDelegate.ExecuteIfBound(FLinearColor(1, 0, 0, 1));    // 带一个参数  

与之前不同的是,我们需要多指定一个参数,参数类型和我们之前的委托声明一致。

 

 

显然,MyTriggerVolume 压根就无需知道 ParamDelegateListener 的存在,却通过 GameMode 就可以调用 ParamDelegateListener 的函数了,很大程度上降低了类间的耦合度。

 

解绑委托方式与之前相同,不再赘述。

4.通过委托绑定传递负载数据(Payload Data)

稍加修改,我们就可以在委托被调用时传递额外创建时的参数(additional creation-time parameter),即我们在 MyTriggerVolume 中的调用方式不变,仍然是 ExecuteIfBound(FLinearColor(1, 0, 0, 1)),但可以额外添加一些负载数据,在 ParamDelegateListener 中的 BindUObject 上添加。

 

首先修改 AParamDelegateListener::BeginPlay 中的 BindUObject,为其添加一个 bool 负载数据

MyGameMode->MyParameterDelegate.BindUObject(this, &AParamDelegateListener::SetLightColor, false);  

并修改 SetLightColor 的定义

UFUNCTION()  
void SetLightColor(FLinearColor LightColor, bool EnableLight);  
// 2个参数  
void AParamDelegateListener::SetLightColor(FLinearColor LightColor, bool EnableLight)  
{  
    PointLight->SetLightColor(LightColor);  
    PointLight->SetVisibility(EnableLight);  
}  

注意:负载数据并不局限于带参数的委托,其他的委托形式也可以使用

 

 

5. 多播委托(Multicast Delegate)

之前说的委托,都是只绑定了一个函数指针,而多播委托绑定的是一个函数指针集合,每个函数指针都有对应的一个委托句柄,当广播(Broadcast)委托的时候,他们将会被激活。

 

首先在 GameMode 中添加多播的委托声明

需要明确声明为多播

DECLARE_MULTICAST_DELEGATE(FMulticastDelegateSignature)  

接着在类中声明一个 FMulticastDelegateSignature 成员

FMulticastDelegateSignature MyMulticastDelegate;      

其次,创建一个新 Actor 类,命名为 MulticastDelegateListener

 

在其头文件中添加以下声明:

FDelegateHandle MyDelegateHandle;  
  
UPROPERTY()  
UPointLightComponent* PointLight;  
  
UFUNCTION()  
void ToggleLight();  
  
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;  

大部分和之前的 Listener 类很相似,但是多一个 委托句柄实例,将用它来存储委托实例的引用,我们的添加(AddUObject)和移除(Remove)都需要它作为参数

 

 源文件的代码如下:

// Sets default values  
AMulticastDelegateListener::AMulticastDelegateListener()  
{  
    // 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;  
  
}  
  
// Called when the game starts or when spawned  
void AMulticastDelegateListener::BeginPlay()  
{  
    Super::BeginPlay();  
    UWorld* TheWorld = GetWorld();  
    if (TheWorld != nullptr)  
    {  
        AGameMode* GameMode = Cast<AGameMode>(UGameplayStatics::GetGameMode(TheWorld));  
        AUE4TestGameMode * MyGameMode = Cast<AUE4TestGameMode>(GameMode);  
        if (MyGameMode != nullptr)  
        {  
            // Adds a UObject-based member function delegate. UObject delegates keep a weak reference to your object.  
            // 注册一个对象方法  
            MyDelegateHandle = MyGameMode->MyMulticastDelegate.AddUObject(this, &AMulticastDelegateListener::ToggleLight);  
        }  
    }  
  
}  
  
// Called every frame  
void AMulticastDelegateListener::Tick( float DeltaTime )  
{  
    Super::Tick( DeltaTime );  
  
}  
  
void AMulticastDelegateListener::ToggleLight()  
{  
    PointLight->ToggleVisibility();  
}  
  
void AMulticastDelegateListener::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)  
        {  
            // Removes a function from this multi-cast delegate's invocation list (performance is O(N)). Note that the order of the delegates may not be preserved!  
            MyGameMode->MyMulticastDelegate.Remove(MyDelegateHandle);  
        }  
    }  
}  

MyTriggerVolume.cpp 的实现为:

// Broadcasts this delegate to all bound objects, except to those that may have expired.  
MyGameMode->MyMulticastDelegate.Broadcast();  

广播函数很像我们之前的 ExecuteIfBound函数,但有一点不同,它不需要检查是否有函数绑定在委托上。

 

最后的效果是,如果我们往场景中拖放了四五个MulticastDelegateListener,当我们进入触发区域,它们的灯会同时打开或关闭,因为每个实例函数都被添加到委托集合当中;

如果拖放了四五个DelegateListener 到场景中,当我们进入触发区域,只有最后一个拖进场景的灯会亮,这是因为委托只绑定了最后一个实例函数。

posted on 2018-03-31 16:14  一粒沙  阅读(2095)  评论(0编辑  收藏  举报