UE4接口

一、创建接口

 

二、创建C++类

三、实现接口

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

#pragma once

#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "ReactToTriggerInterface.generated.h"

/*
	声明接口类与声明普通的类相似,但是任有两个主要区别。
	1、接口类使用UINTERFACE()而不是UCLASS()。
	2、直接从UInterface而不是UObject继承。

	接口分为四种:
	无返回值	无参数	  被蓝图当做事件	不能被实现
	无返回值	带参数	  被蓝图当做事件	不能被实现
	有返回值	无参数	  不能被当做事件	可以被实现
	有返回值	带参数	  不能备当做事件	可以被实现

	说明符:
	BlueprintCallable	           可以在蓝图中调用
	BlueprintImplementableEvent    在C++可以声明函数(不能定义,蓝图重载),在C++里调用该函数,蓝图重载实现该函数
	BlueprintNativeEvent	       在C++可以声明和定义函数,在C++里调用该函数,蓝图重载实现该函数(蓝图可以重载或不重载C++父类函数)
*/
// This class does not need to be modified.
UINTERFACE(MinimalAPI)
class UReactToTriggerInterface : public UInterface
{
	GENERATED_BODY()
};

/**
 * 
 */
class INTERFACE_API IReactToTriggerInterface
{
	GENERATED_BODY()

	// Add interface functions to this class. This is the class that will be inherited to implement this interface.
public:
	//不能当做事件接口定义
	UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "LVCate")
		bool ReactToHighNoon();
	//不能当做事件接口定义
	UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, Category = "LVCate")
		bool ReactToMidnight();
	//可以当做事件接口实现
	UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, Category = "LVCate")
		void FuncAsImplementableEvent();
	//可以当做事件接口实现
	UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "LVCate")
		void FuncAsNativeEvent();
	//可以当做事件接口实现
	UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "LVCate")
		void FuncAsNativeEventWithParam(int value);
};
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ReactToTriggerInterface.h"
#include "AReactToTriggerCPPImp.generated.h"

UCLASS()
class INTERFACE_API AAReactToTriggerCPPImp : public AActor, public IReactToTriggerInterface
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AAReactToTriggerCPPImp();

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

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;
	//实现接口
	UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "LVCate")
	bool ReactToHighNoon();
	virtual bool ReactToHighNoon_Implementation() override;  //必须定义和实现这个函数

	UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "LVCate")
	void FuncAsNativeEvent();
	virtual void FuncAsNativeEvent_Implementation() override;

	UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "LVCate")
	void FuncAsNativeEventWithParam(int value);
	virtual void FuncAsNativeEventWithParam_Implementation(int value) override;

	//自己定义的函数
	UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, Category = "LVCate")
		void FuncAsImplementableEventCPPImp();
	UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "LVCate")
		void FuncAsNativeEventCPPImp();
	    void FuncAsNativeEventCPPImp_Implementation();
	UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "LVCate")
		void FuncAsNativeEventWithParamCPPImp(int value);
	    void FuncAsNativeEventWithParamCPPImp_Implementation(int value);
};
// Fill out your copyright notice in the Description page of Project Settings.


#include "AReactToTriggerCPPImp.h"

// Sets default values
AAReactToTriggerCPPImp::AAReactToTriggerCPPImp()
{
 	// 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 AAReactToTriggerCPPImp::BeginPlay()
{
	Super::BeginPlay();
	
}

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

}

bool AAReactToTriggerCPPImp::ReactToHighNoon_Implementation()
{
	this->FuncAsNativeEventCPPImp();
	return true;
}

void AAReactToTriggerCPPImp::FuncAsNativeEvent_Implementation()
{

}

void AAReactToTriggerCPPImp::FuncAsNativeEventWithParam_Implementation(int value)
{

}

void AAReactToTriggerCPPImp::FuncAsNativeEventCPPImp_Implementation()
{

}

void AAReactToTriggerCPPImp::FuncAsNativeEventWithParamCPPImp_Implementation(int value)
{

}

四、在蓝图中调用接口

将新建的C++类拖到场景当中,选中添加蓝图,命名为AReactToTriggerCPPImp1_Blueprint。

打开AReactToTriggerCPPImp1_Blueprint,可以看到无返回值函数作为事件,不能被实现。

可以看到不能被当做事件,但是可以被实现的函数。

添加事件

实现ReactToMidnight、ReactToHighNoon

新建一个新的蓝图命名为NewBlueprint,拖入场景中,并打开蓝图。

新建一个变量React

点击场景中的NewBlueprint

返回蓝图中

运行可以看到屏幕上的打印

 

运行结果

 

 

在C++类中调用接口

在AAReactToTriggerCPPImp.cpp中添加代码

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


#include "AReactToTriggerCPPImp.h"
#include "Misc\AssertionMacros.h"
#include <Engine.h>

DEFINE_LOG_CATEGORY_STATIC(LV, Log, All);
// Sets default values
AAReactToTriggerCPPImp::AAReactToTriggerCPPImp()
{
 	// 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 AAReactToTriggerCPPImp::BeginPlay()
{
	Super::BeginPlay();
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, "BeginPlay");
	this->Execute_ReactToHighNoon(this);//运行蓝图中的ReactToHighNoon函数
}

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

}

bool AAReactToTriggerCPPImp::ReactToHighNoon_Implementation()
{
	UE_LOG(LV, Warning, TEXT("ReactToHighNoon_Implementation"));
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, "ReactToHighNoon_Implementation");
	this->Execute_ReactToMidnight(this);//运行蓝图中的ReactToMidnight函数
	//this->FuncAsNativeEventCPPImp();
	return true;
}

void AAReactToTriggerCPPImp::FuncAsNativeEvent_Implementation()
{

}

void AAReactToTriggerCPPImp::FuncAsNativeEventWithParam_Implementation(int value)
{

}

void AAReactToTriggerCPPImp::FuncAsNativeEventCPPImp_Implementation()
{

}

void AAReactToTriggerCPPImp::FuncAsNativeEventWithParamCPPImp_Implementation(int value)
{

}

编译完后运行结果如下

创建C++类,命名MyActor。

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "AReactToTriggerCPPImp.h"
#include "MyActor.generated.h"

UCLASS()
class INTERFACE_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;
	void IteratorCall(); //迭代调用
};

 

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


#include "MyActor.h"
#include <Engine.h>
#include <EngineUtils.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();
	IteratorCall();
}

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

}

void AMyActor::IteratorCall()
{
	TActorIterator<AAReactToTriggerCPPImp> actorIt = TActorIterator<AAReactToTriggerCPPImp>(GetWorld()); //获得迭代器
	//遍历迭代器
	for (actorIt; actorIt; ++actorIt)
	{
		if (!actorIt)
		{
			continue;
		}
		AAReactToTriggerCPPImp* actor = *actorIt;
		bool isImplementation = actor->GetClass()->ImplementsInterface(UReactToTriggerInterface::StaticClass());
		if (isImplementation)
		{
			IReactToTriggerInterface* inter = Cast<IReactToTriggerInterface>(actor);
			inter->Execute_ReactToHighNoon(actor);
		}
	}
}

将MyActor拖入场景中并运行,结果如下。

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