基于C++代码的UE4学习(十九)—— 深入接口

 

 

之前说过,UE4没有特定的像JAVA一样的interface接口类。通过虚基类完成继承和方法的重写。

但是,UE4定义的接口类有一套固定的用法,这种用法对你的操作行为进行了限定,但对C++的本质并不影响。

1.接口中的函数需要用如下宏定义进行限定:UFUNCTION(BlueprintNativeEvent,BlueprintCallabe,Category = "Interface")

BlueprintNativeEvent是将该方法进行了限定,在C++和蓝图中都可以重写,且该方法有返回值时为方法,无返回值时为事件。

2.类(例如ACTOR类)中实现了方法,需要在方法名后加上"_Implementation"字样,表示该方法是从接口继承而来,即将在类中实现。

3.在执行重写了的接口方法时候,不能直接调用,而是通过“Execute_方法名”进行调用。

4.不论接口中的方法有没有参数,在Execute时候,都需要传递参数。这个参数就是实现类(例如ACTOR类)的对象。

 

定义一个接口类:

1 // Fill out your copyright notice in the Description page of Project Settings.
 2 
 3 #pragma once
 4 
 5 #include "CoreMinimal.h"
 6 #include "UObject/Interface.h"
 7 #include "Interactable.generated.h"
 8 
 9 // This class does not need to be modified.
10 UINTERFACE(MinimalAPI)
11 class UInteractable : public UInterface
12 {
13     GENERATED_BODY()
14 };
15 
16 /**
17  * 
18  */
19 class MYPROJECT7_API IInteractable
20 {
21     GENERATED_BODY()
22 
23     // Add interface functions to this class. This is the class that will be inherited to implement this interface.
24 public:
25 
26     UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Interactable")
27     void performance();
28 
29     UFUNCTION(BlueprintNativeEvent,BlueprintCallable,Category = "Test")
30     void testing();
31 
32     UFUNCTION(BlueprintNativeEvent,BlueprintCallable,Category = "TestNoUse")
33     int noUse();
34 
35     
36 };

定义一个类DOOR,实现该接口

1 // Fill out your copyright notice in the Description page of Project Settings.
 2 
 3 #pragma once
 4 
 5 #include "CoreMinimal.h"
 6 #include "Engine/StaticMeshActor.h"
 7 #include "Interactable.h"
 8 #include "openable.h"
  /*
    版权所有:虎牙维护世界和平
    博客园地址:https://www.cnblogs.com/dlak/
*/


 9 #include "Door.generated.h"
10 
11 /**
12  * 
13  */
14 UCLASS()
15 class MYPROJECT7_API ADoor : public AStaticMeshActor,public IInteractable
16 {
17     GENERATED_BODY()
18 
19 public:
20         ADoor();
21 
22         UFUNCTION()
23         virtual void performance_Implementation() override;
24 
25         UFUNCTION()
26         virtual void testing_Implementation() override;
27 
28         UFUNCTION()
29         virtual int noUse_Implementation() override;
30 private:
31     int a;
32 };
33 
34 
35 // Fill out your copyright notice in the Description page of Project Settings.
36 
37 
38 #include "Door.h"
39 #include "UObject/ConstructorHelpers.h"
40 #include "Components/StaticMeshComponent.h"
41 #include "Engine.h"
42 
43 
44 ADoor::ADoor() {
45     UStaticMeshComponent* doorMesh = GetStaticMeshComponent();
46     auto mesh = ConstructorHelpers::FObjectFinder<UStaticMesh>(TEXT("StaticMesh'/Engine/BasicShapes/Cube.Cube'"));
47     if (mesh.Succeeded()) {
48         doorMesh->SetStaticMesh(mesh.Object);
49         doorMesh->SetMobility(EComponentMobility::Movable);
50     doorMesh->SetGenerateOverlapEvents(true); 
51  } 
52     doorMesh->SetWorldScale3D(FVector(0.3,2,3)); 
53     SetActorEnableCollision(true); 
54 
55     a = 20; 
56 } 
57 
58 
59 
60 void ADoor::performance_Implementation() 
61 { 
62     GEngine->AddOnScreenDebugMessage(-1, 10, FColor::Red, TEXT("the door will open!")); 
63     AddActorLocalOffset(FVector(0.0f, 0.0f, 200.0f)); 
64 }
65 
66 
67 
68 void ADoor::testing_Implementation() 
69 { 
70     GEngine->AddOnScreenDebugMessage(-1, 10, FColor::Blue, TEXT("Testing")); 
71 } 
72 
73 
74 int ADoor::noUse_Implementation() { 
75 a = 0; 
76         return a; 
77 }

我们来看看这些方法在蓝图中是什么样的。

 

这两个函数都是VOID类型的,没有返回值,所以变成了事件。

 

而这个函数是有返回值的,所以就是函数了。

 

 

定义一个pawn类用来做触发

1 // Fill out your copyright notice in the Description page of Project Settings.
 2 
 3 #pragma once
 4 
 5 #include "CoreMinimal.h"
 6 #include "GameFramework/Pawn.h"
 7 #include "Interactable.h"
 8 #include "openable.h"
 9 #include "Camera\PlayerCameraManager.h"
10 #include "MyPawn.generated.h"
11 
12 UCLASS()
13 class MYPROJECT7_API AMyPawn : public APawn,public IInteractable
14 {
15     GENERATED_BODY()
16 
17 public:
18     // Sets default values for this pawn's properties
19     AMyPawn();
20 
21 protected:
22     // Called when the game starts or when spawned
23     virtual void BeginPlay() override;
24 
25 public:    
26     // Called every frame
27     virtual void Tick(float DeltaTime) override;
28 
29     // Called to bind functionality to input
30     virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
31 
32     void TryInteract(); //作为触发交互的方法,在input里面设置F键,作为交互触发按键,这里不上图了
33 
34 private:
35     FVector keyInput;
36 
37     void forward(float value);
38 };
 

 

以下是pawn类的源文件:

 1 // Fill out your copyright notice in the Description page of Project Settings.
 2 
 3 
 4 #include "MyPawn.h"
 5 #include "Components\InputComponent.h"
 6 #include "CollisionQueryParams.h"
 7 #include "WorldCollision.h"
 8 #include "Door.h"
 9 
10 
11 // Sets default values
12 AMyPawn::AMyPawn()
13 {
14      // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
15     PrimaryActorTick.bCanEverTick = true;
16     keyInput = FVector::ZeroVector;
17 }
18 
19 // Called when the game starts or when spawned
20 void AMyPawn::BeginPlay()
21 {
22     Super::BeginPlay();
23     
24 }
25 
26 // Called every frame
27 void AMyPawn::Tick(float DeltaTime)
28 {
29     Super::Tick(DeltaTime);
30     AddActorLocalOffset(keyInput);
31 
32 }
33 
34 // Called to bind functionality to input
35 void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
36 {
37     Super::SetupPlayerInputComponent(PlayerInputComponent);
38     PlayerInputComponent->BindAction("getdoor",IE_Released,this,&AMyPawn::TryInteract);
39     PlayerInputComponent->BindAxis("forward",this,&AMyPawn::forward);
40 
41 }
42 
43 
44 void AMyPawn::TryInteract()
45 {
      
46     APlayerController* mycontroller = Cast<APlayerController>(Controller);  //获得当前玩家控制器
47     if (mycontroller) {
48         APlayerCameraManager* myCameraManager = mycontroller->PlayerCameraManager;  //将玩家控制器下的游戏摄像机管理组件交给APlayerCameraManager对象管理
49 
50         auto startLocation = myCameraManager->GetCameraLocation();//读取的摄像机位置
51         auto endLocation = startLocation + (myCameraManager->GetActorForwardVector() * 100); //读取摄像机前方100个单位的位置
52 
53         FCollisionObjectQueryParams params;  //  FCollisionObjectQueryParams类是用来处理碰撞物体信息的。
54         FHitResult hit;
55 
           //Pawn在世界里拥有一个射线,用于检测物体的,SweepSingleByObjectType就是来扫描单个碰到的物体,它可以设置许多属性。
56         GetWorld()->SweepSingleByObjectType(hit, 
57             startLocation, endLocation, 
58             FQuat::Identity, //自身旋转属性,每次旋转从固定值开始
59             FCollisionObjectQueryParams(FCollisionObjectQueryParams::AllObjects),  //检查所有物体,不管是什么,都检查
60             FCollisionShape::MakeSphere(100),  //设置碰撞体大小,圆柱形100个单位大小。
61             FCollisionQueryParams(FName("Interaction"), true, this));//给检测到已经碰撞的物体一个名字,开启复杂碰撞检测,且忽略自身。
62 
63         if (hit.Actor != nullptr) {
64             auto find = hit.Actor->GetClass();
65             UObject* t = nullptr;
66             if (find->ImplementsInterface(UInteractable::StaticClass())) {
67                     IInteractable::Execute_performance(hit.Actor.Get());  
                       //这里需要强调的是,虽然performance在接口中没有参数,但是这里必须传递。
                       //是因为performance方法在DOOR类中实现了,功能是改变了STATICMESH的位移,所以需要传入一个对象。 
68             }
69 
70             IInteractable* my = Cast<IInteractable>(hit.Actor.Get());
71             my->Execute_testing(hit.Actor.Get());
72             my->Execute_noUse(hit.Actor.Get());
73               //传递参数的理由如上。
74         }
75     }
76 }
77 
78 void AMyPawn::forward(float value)
79 {
80     keyInput.X = value * 5;
81 }
 

 也可以这样:

 

 

1     if (hit.Actor != nullptr) {
2         ADoor* theDoor = Cast<ADoor>(hit.Actor);
3         if (theDoor) {

4             //IOpenable::Execute_showTime(theDoor);
5             theDoor->Execute_showTime(theDoor);
6         }
7     }
8 
9 }

 

 

运行结果如下:

 

 

 

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