在原生的UObeject中实现Tick
在开发过程中,我们在类的选取上希望得到UObject的功能,省略AACtor中一些复杂的API,但是我们希望保留Actor的Tick功能,因此我们可以使用FTIckableGameObject,通过实例化该对象同样可以获得Tick功能,
使用FtickableGameObject的步骤如下:
class TickableClass : public FTickableGameObject
{
public:
//这两个是必须要重写的方法
virtual void Tick(float DeltaTime) override;
virtual TStatId GetStatId() const override {
RETURN_QUICK_DECLARE_CYCLE_STAT(USceneCapturer, STATGROUP_Tickables);
};
//我们在对象里增加了一个计数器来显式化Tick的功能
bool bTickable = false;
virtual bool IsTickable() const override { return bTickable;};
int32 TickableCounter;
};
我们首先在一个Actor的Tick中不断增加我们自定义的一个计数器,然后在实例化的TickableClass对象的Tick函数中同步Counter值,然后打印至UE中,代码如下:
TickTestActor.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "TickTestActor.generated.h"
class TickableClass : public FTickableGameObject
{
public:
virtual void Tick(float DeltaTime) override;
virtual TStatId GetStatId() const override {
RETURN_QUICK_DECLARE_CYCLE_STAT(USceneCapturer, STATGROUP_Tickables);
};
bool bTickable = false;
virtual bool IsTickable() const override { return bTickable;};
int32 TickableCounter;
};
UCLASS()
class TESTTHREAD_API ATickTestActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ATickTestActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
TSharedPtr<TickableClass> TickClass;
int32 Counter = 0;
FTimerHandle TimerHandle;
UFUNCTION()
void TimerTick();
};
TickTestActor.cpp
#include "TickTestActor.h"
ATickTestActor::ATickTestActor()
{
PrimaryActorTick.bCanEverTick = true;
//由于该类不属于Uobject因此需要使用智能指针进行管理
TickClass = MakeShareable(new TickableClass());
}
void ATickTestActor::BeginPlay()
{
Super::BeginPlay();
TickClass->bTickable = true;
GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &ThisClass::TimerTick, 0.05, true);
}
void ATickTestActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
UE_LOG(LogTemp, Log, TEXT("Tick: %d"), Counter);
Counter++;
//在TickableClass中同步
if (ensure(TickClass))
{
TickClass->TickableCounter = Counter;
}
}
void ATickTestActor::TimerTick()
{
UE_LOG(LogTemp, Log, TEXT("TimerTick: %d"), Counter);
}
void TickableClass::Tick(float DeltaTime)
{
UE_LOG(LogTemp, Log, TEXT("TickableObject: %d"), TickableCounter);
}
打印结果如下: