UE学习记录09----C++实现Actor 单击/双击事件

思路:重载Actor的单击事件,通过计时器判断时间段内鼠标惦记的次数

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

#pragma once

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

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPlottingOnClicked, AActor*, TouchedActor);

/**
 * 标绘对象基类
 */
UCLASS(BlueprintType, Blueprintable)
class TEST_API TestActor: public AActor
{
	GENERATED_BODY()
	

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

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

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


public:

	//鼠标点击次数,判断单击双击事件
	int clickedNum = 0;
	
	// 事件
	
	//单击事件
	UPROPERTY(BlueprintAssignable, BlueprintCallable)
	FPlottingOnClicked EventDispatcher_PlottingOnClicked;

	//双击事件
	UPROPERTY(BlueprintAssignable, BlueprintCallable)
	FPlottingOnClicked EventDispatcher_PlottingOnDoubleClicked;

	//重写Actor的点击事件
	virtual void NotifyActorOnClicked(FKey ButtonPressed = EKeys::LeftMouseButton) override;

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


#include "TestActor.h"

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

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

}



//单击、双击事件
void TestActor::NotifyActorOnClicked(FKey ButtonPressed)
{
	Super::NotifyActorOnClicked(ButtonPressed);
    if (ButtonPressed == EKeys::LeftMouseButton)
    {
        clickedNum++;
        // 设置计时器来判断单击或双击  
        FTimerHandle timerHandle;
        GetWorldTimerManager().SetTimer(timerHandle, [this](void)
            {
                if (clickedNum == 1)
                {
                    UE_LOG(LogTemp, Log, TEXT("single"));
                    EventDispatcher_PlottingOnClicked.Broadcast(this);
                }
                else if (clickedNum == 2)
                {
                    UE_LOG(LogTemp, Log, TEXT("double"));
                    EventDispatcher_PlottingOnDoubleClicked.Broadcast(this);
                }
                else
                {
                    UE_LOG(LogTemp, Error, TEXT("invalid clickedNumber"));
                }
                clickedNum = 0; // 重置点击计数器  
            }, 0.25f, false); // 设置计时器的时间间隔为0.25秒,并且只触发一次  
    }
}

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