UE4C++ GameInstance实例化

一、序言

    GameInstance:正在运行的游戏实例的高级管理器对象。在游戏创建时生成并且在游戏实例关闭之前不会被销毁。作为独立游戏运行,将会有其中之一。在 PIE(play-in-editor)中运行将为每个 PIE 实例生成其中之一。

  GameInstance是UE4中的全局类,只有一个实例,

  • 保证一个类只有一个实例
  • 提供一个访问该实例的全局节点,可以视为一个全局变量
  • 仅在首次请求单例对象时对其进行初始化。\

二、GameInstance的作用

  • “Init”与“ShutDown”:引擎初始化与关闭时执行的逻辑;
  • “NetWorkError”与“TravelError”:网络和跨关卡时的错误;
  • 与LocalPlayer相关:
  • 为游戏保存全局数据:比如上一个关卡的信息需要在下一个关卡使用时;只是临时数据,游戏结束则消失;(持久保存数据需要用SaveGame)
  • UI界面的切换:UE4中的UI比较独特,是通过独立的Widget来产生,使用时需要Create此Widget然后show出来。复杂的并且重用的UI界面切换逻辑可以在此实现,因为GameInstance在各个类中都可以获得,方便各个地方调用;
  • Network、Session相关的事务;管理Session;
  • 自定义的需要全局使用的逻辑:比如TCP、UDP通信,因为绑定本机IP和端口、并且发送和接受的方法实际上只定义一次,因为跨关卡的特殊性,不可能在每个level中使用一个Actor每次都设置一次,所以应该写在GameInstance中;

三、创建GameInstance并且实例化

实例化全局变量

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

#pragma once

#include "CoreMinimal.h"
#include "Engine/GameInstance.h"
#include "MyGameInstance.generated.h"

/**
 * 
 */

USTRUCT()
struct FMyStruct
{
	GENERATED_USTRUCT_BODY()

		UPROPERTY()
		FString GameInstanceName;

	UPROPERTY()
		float GameInstanceID;
public:
};


UCLASS()
class NEWOBJECT_API UMyGameInstance : public UGameInstance
{
	GENERATED_BODY()

public:
	UFUNCTION(BlueprintCallable)
		static UMyGameInstance* GetMyInstance();

	UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = "GameInstance")
		float MyHealth = 1.0f;

	int32 Number = 2;
	float CurrentHealth = 0.5;
};
// Fill out your copyright notice in the Description page of Project Settings.


#include "MyGameInstance.h"

UMyGameInstance* UMyGameInstance::GetMyInstance()
{
	UMyGameInstance* instance = nullptr;
	if (GEngine)
	{
		FWorldContext* context = GEngine->GetWorldContextFromGameViewport(GEngine->GameViewport);
		instance = Cast<UMyGameInstance>(context->OwningGameInstance);
	}
	return instance;
}


创建Actor类创建对象

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyObject.h"
#include "MyGameInstance.h"
#include "MyActor.generated.h"

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

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

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

	UPROPERTY()
		TSubclassOf<UMyObject> MyObjectInstance;

	UPROPERTY()
		UMyObject *MyObject;

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


#include "MyActor.h"

// Sets default values
AMyActor::AMyActor()
{
 	// 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 AMyActor::BeginPlay()
{
	Super::BeginPlay();
	MyObjectInstance = UMyObject::StaticClass();
	MyObject = NewObject<UMyObject>(GetWorld(),MyObjectInstance);
	if (MyObject)
	{
		
		UE_LOG(LogTemp, Warning, TEXT("MyobjectName is: %s"), *MyObject->GetName());
		UE_LOG(LogTemp, Warning, TEXT("CharactreID is: %d"), MyObject->GameDataBase.CharacterID);
		UE_LOG(LogTemp, Warning, TEXT("Character is: %s"), *MyObject->GameDataBase.Character);

		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("MyobjectName : %s"), *MyObject->GetName()));
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red,FString::Printf(TEXT("CharactreID : %d"), MyObject->GameDataBase.CharacterID));
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("Character : %s"), *MyObject->GameDataBase.Character));
		UMyGameInstance* MyGameInstancePtr = UMyGameInstance::GetMyInstance();
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("GameInstance : %s"), *MyGameInstancePtr->GetName()));
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("GameInstanceId : %d"), MyGameInstancePtr->Number));
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("GameInstanceId : %f"), MyGameInstancePtr->CurrentHealth));
	}

}

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

}

结果如下

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

飞起的猪

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值