// Fill out your copyright notice in the Description page of Project Settings.
#include "HelloGameModeBase.h"
#include"MyObject.h"
#include "MiddleStudent.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
AHelloGameModeBase::AHelloGameModeBase()
{
UE_LOG(LogTemp, Warning, TEXT("ddddddddddddddddddddddddd"));
//1.1 创建MyObject对象
UMyObject* MyObject = NewObject<UMyObject>();
//2.1 得到MyObject对象的UClass,并且得到类的名称
UClass* ObjectClass = MyObject->GetClass();
FString ClassName = ObjectClass->GetName();
//1.2 通过对象得到对象的名称
FString ObjectName = MyObject->GetName();
UE_LOG(LogTemp, Warning, TEXT("MyObjectname..%s"),*ObjectName);
UE_LOG(LogTemp, Warning, TEXT("classname..%s"),*ClassName);
//2.2 获取父类的名称
UMiddleStudent* middleStudent = NewObject<UMiddleStudent>();
UClass* parentClass = middleStudent->GetClass()->GetSuperClass();
FString parentClassName = parentClass->GetName();
UE_LOG(LogTemp, Warning, TEXT("parentClass name;::%s"), *parentClassName);
//2.3.1 获取类(string)属性
for (UProperty* Property = ObjectClass->PropertyLink; Property; Property = Property->PropertyLinkNext) {
FString propertyName = Property->GetName();
FString propertyType = Property->GetCPPType();
if (propertyType == "FString") {
UStrProperty* StringProperty = Cast<UStrProperty>(Property);
void* addr = StringProperty->ContainerPtrToValuePtr<void>(MyObject);
FString PropertyValue = StringProperty->GetPropertyValue(addr);
UE_LOG(LogTemp, Warning, TEXT("myObject has type is %s,name is %s,Value is %s"),
*propertyType,*propertyName ,*PropertyValue);
//2.3.2 设置类(string)属性
StringProperty->SetPropertyValue(addr, "lisi");
FString afterValue = StringProperty->GetPropertyValue(addr);
UE_LOG(LogTemp, Warning, TEXT("after set value:::%s"), *afterValue);
}
}
//2.4 获取类的方法
for (TFieldIterator<UFunction> iterOfFunc(ObjectClass); iterOfFunc; ++iterOfFunc) {
UFunction* function = *iterOfFunc;
FString funcName = function->GetName();
UE_LOG(LogTemp, Warning, TEXT("MyObject function:::%s"), *funcName);
}
//2.4.2通过名称获取方法
UFunction* funPtr = UMyObject::StaticClass()->FindFunctionByName(TEXT("Study"), EIncludeSuperFlag::ExcludeSuper);
if (funPtr) {
FString studyFucName = funPtr->GetName();
UE_LOG(LogTemp, Warning, TEXT("find study function name:::%s"), *studyFucName);
//2.4.3 调用函数
//1.给参数分配空间
uint8* params = static_cast<uint8*>(FMemory_Alloca(funPtr->ParmsSize));
//2.参数赋值
for (TFieldIterator<UProperty> iterOfParam(funPtr); iterOfParam; ++iterOfParam) {
UProperty* fucParam = *iterOfParam;
FString pName = fucParam->GetName();
if (pName == FString("InGame"))
{
*fucParam->ContainerPtrToValuePtr<FString>(params) = "ball";
}
}
//3.调用
MyObject->ProcessEvent(funPtr, params);
}
//2.5 查找特定类的所有子类
TArray<UClass*> derivedClassArr;
GetDerivedClasses(UMyObject::StaticClass(), derivedClassArr, true);
for (int32 index = 0; index < derivedClassArr.Num(); index++)
{
UClass* curDerClass = derivedClassArr[index];
FString curDerClassName = curDerClass->GetName();
UE_LOG(LogTemp, Warning, TEXT("derived class name:::%s"), *curDerClassName);
}
//2.6 查找由指定类生成出的所有对象
TArray<UObject*> objectArr;
GetObjectsOfClass(UMyObject::StaticClass(), objectArr, true);
for (int32 index = 0; index < objectArr.Num(); index++) {
FString curObjName = objectArr[index]->GetName();
UE_LOG(LogTemp, Warning, TEXT("curObjName::::%s"), *curObjName);
}
//2.7 通过名称查找类
UClass* findedClass = FindObject<UClass>(ANY_PACKAGE, *FString("MyObject"), true);
if (findedClass)
{
UE_LOG(LogTemp, Warning, TEXT("find class::::%s"), *findedClass->GetName());
}
//2.8遍历所有类
/*for (TObjectIterator<UClass>cIt; cIt; cIt++) {
FString cName = cIt->GetName();
UE_LOG(LogTemp, Warning, TEXT("all class::::%s"), *cName);
}*/
//3.1 根据名称查enum
UEnum* findedEnum = FindObject<UEnum>(ANY_PACKAGE, *FString("MyEnum"), true);
if (findedEnum)
{
UE_LOG(LogTemp, Warning, TEXT("find class::::MyEnum"));
}
//100.判断是否是父类
UClass* class1 = UMiddleStudent::StaticClass();
UClass* class2 = UMyObject::StaticClass();
UClass* class3 = AActor::StaticClass();
bool ischild = class1->IsChildOf(class2);
UE_LOG(LogTemp, Warning, TEXT("IsChildOf ::%d"), ischild);
}
Ue4反射使用
最新推荐文章于 2023-09-25 08:25:59 发布