UE4使用委托实现Actor之间的通信

  1. 在场景中获取某一种类型的Actor,并且调用Actor中的成员函数,使用函数:UGameplayStatics::GetAllActorsOfClass
	TSubclassOf<AActor> worldClassObject = ARotatingActor::StaticClass();
	TArray<AActor*>actorOfClass;
	UGameplayStatics::GetAllActorsOfClass(this, worldClassObject, actorOfClass);
	for (AActor* actor : actorOfClass){
		ARotatingActor* rotatingActor = Cast<ARotatingActor>(actor);
		if (rotatingActor){
			rotatingActor->ToggleRotate();
		}
	}
  1. 委托
//静态绑定
DECLARE_DELEGATE(FRotateDelegate);

//动态绑定
/**
* _RetVal :表示绑定的函数具有返回值
* _OneParam: 表示绑定的函数有一个参数
* 第一个惨数float: 函数返回值的类型
* 第二个参数FDynamicRotateDelegate :委托的名称
* 第三个参数:函数的参数
* 第四个参数:函数参数的名称
*/
DECLARE_DYNAMIC_DELEGATE_RetVal_OneParam(float, FDynamicRotateDelegate, float, RotationSpeed);
//声明代理
	FRotateDelegate RotateDelegate;
	FDynamicRotateDelegate DynamicRotatedelegate;
//调用
RotateDelegate.ExecuteIfBound();
float PreviousRotationRate = DynamicRotatedelegate.Execute(Rate); 
//委托调用接口
	APawn* Pawn = UGameplayStatics::GetPlayerPawn(this, 0);
	AFirstPawn* firstPawn = Cast<AFirstPawn>(Pawn);
	if (firstPawn) {
		firstPawn->RotateDelegate.BindUObject(this, &ARotatingActor::ToggleRotate);
		firstPawn->DynamicRotatedelegate.BindDynamic(this, &ARotatingActor::SetRotationRate);
	}

完整代码:

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "FirstPawn.generated.h"

//静态绑定
DECLARE_DELEGATE(FRotateDelegate);

//动态绑定
/**
* _RetVal :表示绑定的函数具有返回值
* _OneParam: 表示绑定的函数有一个参数
* 第一个惨数float: 函数返回值的类型
* 第二个参数FDynamicRotateDelegate :委托的名称
* 第三个参数:函数的参数
* 第四个参数:函数参数的名称
*/
DECLARE_DYNAMIC_DELEGATE_RetVal_OneParam(float, FDynamicRotateDelegate, float, RotationSpeed);

UCLASS()
class TRACELENGTH_API AFirstPawn : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	AFirstPawn();

	/**Mesh component to give the Pawn a visual representation in the world*/
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class UStaticMeshComponent* MeshComponent;

	/** Camera boom positioning the camera behind the Pawn */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=	Camera, meta = (AllowPrivateAccess = "true"))
	class USpringArmComponent* CameraBoom;

	/** Follow camera */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=	Camera, meta = (AllowPrivateAccess = "true"))
	class UCameraComponent* FollowCamera;

	//移动速度
	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Movement")
	float moveSpeed = 20.0;

	//移动方向
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Movement")
	FVector direction = FVector(0.0);

	UFUNCTION(BlueprintCallable)
	void ToggleAllRotators();

	//声明代理
	FRotateDelegate RotateDelegate;
	FDynamicRotateDelegate DynamicRotatedelegate;


	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	float RotatingActorRotate = 180.f;
	UFUNCTION(BlueprintCallable) 
	void SetRotatingActorRates(float Rate);

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

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

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

private:
	void moveForward(float value);
	void moveRight(float value);
	void moveUp(float value);

	void lineTraceSingleByChannel();
	void lineTraceMultiByChannel();
	void boxTraceSingleForObjects();
};

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


#include "FirstPawn.h"
#include "GameFramework\SpringArmComponent.h"
#include "DrawDebugHelpers.h"
#include "Camera\CameraComponent.h"
#include "TraceLength.h"
#include "Kismet\KismetSystemLibrary.h"
#include "RotatingActor.h"
#include "Kismet/GameplayStatics.h"

// Sets default values
AFirstPawn::AFirstPawn() {
	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComponent"));
	SetRootComponent(Cast<USceneComponent>(MeshComponent));

	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	CameraBoom->SetupAttachment(RootComponent);

	FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
	FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
}

void AFirstPawn::ToggleAllRotators() {
	RotateDelegate.ExecuteIfBound();
}

void AFirstPawn::SetRotatingActorRates(float Rate) {
	float PreviousRotationRate = DynamicRotatedelegate.Execute(Rate); 
	printf("Previous Rotation Rate : %f", PreviousRotationRate);
}

// Called when the game starts or when spawned
void AFirstPawn::BeginPlay() {
	Super::BeginPlay();
}

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

	FVector location = GetActorLocation();
	FVector detailLocation =  direction;
	detailLocation.Normalize();

	detailLocation *= moveSpeed;
	location += detailLocation;

	SetActorLocation(location);

	lineTraceSingleByChannel();
}

// Called to bind functionality to input
void AFirstPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) {
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	check(PlayerInputComponent);

	PlayerInputComponent->BindAxis("MoveForward", this, &AFirstPawn::moveForward);
	PlayerInputComponent->BindAxis("MoveRight", this, &AFirstPawn::moveRight);
	PlayerInputComponent->BindAxis("MoveUp", this, &AFirstPawn::moveUp);
}

void AFirstPawn::moveForward(float value) {
	//UE_LOG(LogTemp, Warning, TEXT("moveForward:%f"), value);

	direction.X = value;

}

void AFirstPawn::moveRight(float value) {
	//UE_LOG(LogTemp, Warning, TEXT("moveRight: %f"), value);

	direction.Y = value;
}

void AFirstPawn::moveUp(float value) {
	direction.Z = value;
}

void AFirstPawn::lineTraceSingleByChannel() {
	FHitResult HitResult;
	FVector Start = GetActorLocation() /*+ FVector(0.f, 0.f, 75.f)*/;
	FVector End = Start + GetActorForwardVector() * 500.f;
	FCollisionQueryParams CollisionQueryParams;
	CollisionQueryParams.AddIgnoredActor(this);
	GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECollisionChannel::ECC_Visibility, CollisionQueryParams);
	if (HitResult.bBlockingHit) {
		//DrawDebugSphere(GetWorld(), HitResult.Location, 15.f, 12, FColor::Red, false, 5.f);
		//DrawDebugLine(GetWorld(), Start, HitResult.Location, FColor::Red, true, 3.f);
		DrawDebugPoint(GetWorld(), HitResult.Location, 5.f, FColor::Blue, false, 5.f);
	}
}
}

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "RotatingActor.generated.h"

UCLASS()
class TRACELENGTH_API ARotatingActor : public AActor {
	GENERATED_BODY()

public:
	// Sets default values for this actor's properties
	ARotatingActor();

	UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category	= "Item|Mesh") class
	UStaticMeshComponent* Mesh;
	
	//控制旋转
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category ="Item|ItemProperties")
	bool bRotate = false;
	
	//旋转角度
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item|ItemProperties")
	float RotationRate = 45.0;

	UFUNCTION()
	float SetRotationRate(float Rate);

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

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

	void ToggleRotate();
};

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


#include "RotatingActor.h"
#include "FirstPawn.h"
#include "Kismet/GameplayStatics.h"

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

	Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
	RootComponent = Cast<USceneComponent>(Mesh);
}

float ARotatingActor::SetRotationRate(float Rate) {
	float Temp = RotationRate;
	RotationRate = Rate;
	return Temp;
}

// Called when the game starts or when spawned
void ARotatingActor::BeginPlay() {
	Super::BeginPlay();

	APawn* Pawn = UGameplayStatics::GetPlayerPawn(this, 0);
	AFirstPawn* firstPawn = Cast<AFirstPawn>(Pawn);
	if (firstPawn) {
		firstPawn->RotateDelegate.BindUObject(this, &ARotatingActor::ToggleRotate);
		firstPawn->DynamicRotatedelegate.BindDynamic(this, &ARotatingActor::SetRotationRate);
	}
}

// Called every frame
void ARotatingActor::Tick(float DeltaTime) {
	Super::Tick(DeltaTime);
	if (bRotate) {
		FRotator Rotation = GetActorRotation();
		Rotation.Yaw += DeltaTime * RotationRate;
		SetActorRotation(Rotation);
	}
}

void ARotatingActor::ToggleRotate() {
	bRotate = !bRotate;
}

BP_FirstPawn
在这里插入图片描述

aaa

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