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TSubclassOf
TSubclassOf 是一个模板类,用于存储对某个特定类的引用,通常用于指定类的子类。TSubclassOf能够约束下拉框中只会出现继承于T的类或者T本身,并且C++层面也能实现类型安全,如果给TSubclassOf对象赋值一个类型不兼容的UClass,则会得到编译错误。
//类引用存储: 你可以将 TSubclassOf 用于存储对某个类(或其子类)的引用。
TSubclassOf<AActor> MyActorClass;
//类的实例化: 通过 TSubclassOf,你可以在运行时动态实例化特定类或其子类的对象。
AActor* MyNewActor = GetWorld()->SpawnActor<AActor>(
MyActorClass,
SpawnLocation,
SpawnRotation
);
TSubclassOf 的应用场景和优势
TSubclassOf 提供了在运行时动态引用并实例化类的便捷方法。它在UE中的使用场景非常广泛,尤其在处理各种动态生成和配置类对象的情况下非常有用。通过 TSubclassOf,开发者可以更灵活地设计和组织他们的代码,同时减少硬编码,提高代码的可维护性和可扩展性。
TSubclassOf 生成物体和定时生成
基于FloatingActor
(类模板)
TSubclassOf<AClass>name;
创建一个 UClass 类型的 UPROPERTY,让设计者指定派生自 UDamageType 的类;而使用 TSubclassOf 模板强制要求此选择。
在SpwanActor.h中
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "SpwanActor.generated.h"
UCLASS()
class NEWFPS_API ASpwanActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ASpwanActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
//(类模板)指定生成一个类:生成一个物体
UPROPERTY(EditDefaultsOnly,Category="Projectile")
TSubclassOf<AfloatActor>ProjectileActor;
float BaseTime;
};
在SpwanActor.cpp中
// Fill out your copyright notice in the Description page of Project Settings.
#include "SpwanActor.h"
// Sets default values
ASpwanActor::ASpwanActor()
{
// 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;
}
// Called when the game starts or when spawned
void ASpwanActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ASpwanActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
float IntervalTime = 6.0f;//间隔时间
//DeltaTime每一帧消耗 1/帧数 的时间
BaseTime -= DeltaTime;
//basetime<=0 先生成一个物体,basetime变成6.0f 随着时间的变化 basetime又<=0依次重复
if (BaseTime <= 0.0f)
{
BaseTime += IntervalTime;
//在世界里面生成,则需要获得level
UWorld* const World = GetWorld();
if (World)
{
FVector SpawnActorLocation = GetActorLocation();
FRotator SpwanActorRotation = GetActorRotation();
//声明一个变量
FActorSpawnParameters ActorParmas;
//指定生成的方式
/*
/Fall back to default settings.
Undefined UMETA(DisplayName = "Default"),
/Actor will spawn in desired location, regardless of collisions.
AlwaysSpawn UMETA(DisplayName = "Always Spawn, Ignore Collisions"),
/ Actor will try to find a nearby non-colliding location (based on shape components), but will always spawn even if one cannot be found.
忽略碰撞一直生成
AdjustIfPossibleButAlwaysSpawn UMETA(DisplayName = "Try To Adjust Location, But Always Spawn"),
/ Actor will try to find a nearby non-colliding location (based on shape components), but will NOT spawn unless one is found.
AdjustIfPossibleButDontSpawnIfColliding UMETA(DisplayName = "Try To Adjust Location, Don't Spawn If Still Colliding"),
/ Actor will fail to spawn.
如果产生碰撞则不产生
DontSpawnIfColliding UMETA(DisplayName = "Do Not Spawn"),
*/
ActorParmas.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::DontSpawnIfColliding;
//在世界中生成物体
//名称,位置,选择,指定参数
World->SpawnActor<AActor>(ProjectileActor, SpawnActorLocation, SpwanActorRotation, ActorParmas);
}
}
}
参考资料
https://docs.unrealengine.com/latest/INT/
https://www.bilibili.com/video/BV1bC411j7Du
https://blog.csdn.net/ttod/article/details/136112588
https://zhuanlan.zhihu.com/p/670572209
https://www.cnblogs.com/lyj00/p/15889733.html