UE4之变量、定时器和事件

参考:

https://docs.unrealengine.com/zh-CN/Programming/Tutorials/VariablesTimersEvents/index.html

上面的代码,直接拷贝,还需要增加头文件才可以。拷贝一下可以编译通过的,记录一下。

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "Components/TextRenderComponent.h"
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Countdown.generated.h"

UCLASS()
class PLUGINS_ME_API ACountdown : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ACountdown();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	//倒数的运行时长(以秒计)
	UPROPERTY(EditAnywhere)
		int32 CountdownTime;

	UTextRenderComponent* CountdownText;

	void UpdateTimerDisplay();

	void AdvanceTimer();

	UFUNCTION(BlueprintNativeEvent)
		void CountdownHasFinished();
	virtual void CountdownHasFinished_Implementation();

	FTimerHandle CountdownTimerHandle;

};
// Fill out your copyright notice in the Description page of Project Settings.


#include "Countdown.h"

// Sets default values
ACountdown::ACountdown()
{
 	// 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;

	CountdownText = CreateDefaultSubobject<UTextRenderComponent>(TEXT("CountdownNumber"));
	CountdownText->SetHorizontalAlignment(EHTA_Center);
	CountdownText->SetWorldSize(150.0f);
	RootComponent = CountdownText;

	CountdownTime = 3;
}

// Called when the game starts or when spawned
void ACountdown::BeginPlay()
{
	Super::BeginPlay();
	
	UpdateTimerDisplay();
	GetWorldTimerManager().SetTimer(CountdownTimerHandle, this, &ACountdown::AdvanceTimer, 1.0f, true);
}

// Called every frame
void ACountdown::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

void ACountdown::UpdateTimerDisplay()
{
	CountdownText->SetText(FText::FromString(FString::FromInt(FMath::Max(CountdownTime, 0))));
}

void ACountdown::AdvanceTimer()
{
	--CountdownTime;
	UpdateTimerDisplay();
	if (CountdownTime < 1)
	{
		//倒数完成,停止运行定时器。
		GetWorldTimerManager().ClearTimer(CountdownTimerHandle);
		//定时器结束时,执行要执行的特殊操作。
		CountdownHasFinished();
	}
}

void ACountdown::CountdownHasFinished_Implementation()
{
	//改为特殊读出
	CountdownText->SetText(FText::FromString("GO!"));
}

 

代码解读:

UTextRenderComponent* CountdownText;   文本渲染组件

这里应该是蓝图的事件通知

    UFUNCTION(BlueprintNativeEvent)
        void CountdownHasFinished();

 

再看初始化的地方:

    CountdownText = CreateDefaultSubobject<UTextRenderComponent>(TEXT("CountdownNumber"));  ---》创建渲染组件
    CountdownText->SetHorizontalAlignment(EHTA_Center);
    CountdownText->SetWorldSize(150.0f);    设置字体大小
    RootComponent = CountdownText;   好像每次都是赋值给根组件

    CountdownTime = 3;   

 

设置文本的值:

CountdownText->SetText(FText::FromString(FString::FromInt(FMath::Max(CountdownTime, 0))));

设置定时器

GetWorldTimerManager().SetTimer(CountdownTimerHandle, this, &ACountdown::AdvanceTimer, 1.0f, true);

 

记录一下定时器的操作:

 具体代码如下:

步骤一:

FTimerHandle CountdownTimerHandle;

步骤二:

GetWorldTimerManager().SetTimer(CountdownTimerHandle, this, &ACountdown::AdvanceTimer, 1.0f, true);

步骤三:

GetWorldTimerManager().ClearTimer(CountdownTimerHandle);

步骤四:

CountdownHasFinished();

 

最后在蓝图调用如下图:记得选一下爆破的模式,不然没有效果

 截个效果图纪念一下:

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