为什么要用子系统这个模块,往往在开发中我们要维护某一个类型(类别)的集群的一个生成,添加,业务处理,销毁等逻辑,一般情况下会写一个Manager的东西。 官方推出这个子系统这个概念,个人理解是方便开发者去更好地、方便地实现上述陈述的东西。
在开发中经常使用的官方插件VaRest
(用来处理http)就是把它设计成了一个子系统的样子。
以下代码摘自油管的官方视频,记录下来,以便日后学习使用。
.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "ScoreSubsystem.generated.h"
/**
*
*/
UCLASS()
class MULTITASKTEST_API UScoreSubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
// begin USubsystem
void Initialize(FSubsystemCollectionBase& Collection) override;
// end USubsystem
void Deinitialize() override;
UFUNCTION(BlueprintCallable, Category="ScoreSystem")
void IncrementMultiplier(int32 Amout=1);
UFUNCTION(BlueprintCallable,Category="ScoreSystem")
int32 GetMultiplier();
UFUNCTION(BlueprintCallable,Category="ScoreSystem")
void AddScore(int32 BaseScore);
UFUNCTION(BlueprintCallable, Category = "ScoreSystem")
int32 GetTotalScore(int32 BaseScore);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FScoreAdded, int32, UnmultipleAddScore);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FScoreChanged, int32, TotalNewScore);
UPROPERTY(BlueprintAssignable,Category="ScoreSubsystem")
FScoreAdded OnScoreAdd;
UPROPERTY(BlueprintAssignable,Category="ScoreSubsystem")
FScoreChanged OnScoreChanged;
private:
int32 CurrentMultiplier;
int32 CurentScore;
};
.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "Core/ScoreSubsystem.h"
void UScoreSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
CurrentMultiplier = 1;
CurentScore = 0;
}
void UScoreSubsystem::Deinitialize()
{
OnScoreAdd.Clear();
OnScoreChanged.Clear();
}
void UScoreSubsystem::IncrementMultiplier(int32 Amout/*=1*/)
{
CurrentMultiplier = FMath::Max(CurrentMultiplier + Amout, 1);
}
int32 UScoreSubsystem::GetMultiplier()
{
return CurrentMultiplier;
}
void UScoreSubsystem::AddScore(int32 BaseScore)
{
CurentScore = FMath::Max(CurentScore + (CurrentMultiplier * BaseScore), 0);
OnScoreAdd.Broadcast(BaseScore);
OnScoreChanged.Broadcast(CurentScore);
}
int32 UScoreSubsystem::GetTotalScore(int32 BaseScore)
{
return CurentScore;
}