【UE5随笔】03_类的创建和资源的加载

1. 普通类 UObject

1.1 声明

UCLASS()
class MYPROJECT_API UMyObject : public UObject
{
	GENERATED_BODY()

public:

	UPROPERTY()
	FMyDateTableStruct myDataTable;
};

1.2 示例化

UCLASS()
class MYPROJECT_API AMyPawn : public APawn
{
	GENERATED_BODY()
public:	
	UPROPERTY()
	UMyObject* m_pMyObj;
};
TSubclassOf<UMyObject> scMyObj = UMyObject::StaticClass();
this->m_pMyObj = NewObject<UMyObject>(GetWorld(), scMyObj);

2. 单例类 UGameInstance

1.1 用法

1. 持久性: GameInstance 是在游戏启动时创建的,并且在整个游戏会话中一直存在,直到游戏关闭。它不会像关卡(Levels)或游戏模式(GameModes)那样在加载新关卡时重置。

2. 全局数据管理: GameInstance 通常用于存储整个游戏会话中需要持续访问的数据,如玩家偏好设置、累积的分数、游戏进度等。

3. 跨关卡数据传递: 由于 GameInstance 在加载新关卡时不会重置,因此它非常适合用于在多个关卡之间传递数据和状态。

4. 网络游戏中的作用: 在网络游戏中,GameInstance 可以用于管理和维护网络会话,例如创建、加入、管理多人游戏会话。

5. 访问全局服务: GameInstance 还常被用作访问全局服务(如音频管理、网络服务)的入口点。

6. 自定义扩展: 开发者可以继承 GameInstance 类来实现自己的逻辑,以支持特定的游戏需求。这使得 GameInstance 成为一个强大的工具,可用于处理游戏中的各种全局任务和功能。

1.2 声明

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

public:

	UMyGameInstance();

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyInstance")
	FString m_sMyAppId;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyInstance")
	FString m_sMyUserId;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyInstance")
	FString m_sMyName;
};

1.3 使用

UCLASS()
class MYPROJECT_API AMyPawn : public APawn
{
	GENERATED_BODY()
public:	
	UPROPERTY()
	UMyGameInstance* m_pGameInstance;
};

打印

this->m_pGameInstance = Cast<UMyGameInstance>(GetWorld()->GetFirstPlayerController()->GetGameInstance());

if (this->m_pGameInstance)
{
	UE_LOG(LogTemp, Warning, TEXT("GameInstance is %s. "), *this->m_pGameInstance->GetName());
	UE_LOG(LogTemp, Warning, TEXT("AppId is %s. "), *this->m_pGameInstance->m_sMyAppId);
	UE_LOG(LogTemp, Warning, TEXT("UserId is %s. "), *this->m_pGameInstance->m_sMyUserId);
	UE_LOG(LogTemp, Warning, TEXT("MyName is %s. "), *this->m_pGameInstance->m_sMyName);
}

3. AActor

3.1 MyActor.h

#pragma once

#include "CoreMinimal.h"

#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Components/BoxComponent.h"
#include "Components/AudioComponent.h"
#include "Particles/ParticleSystemComponent.h"

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

UCLASS()
class MYPROJECT_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(VisibleAnywhere, BlueprintReadOnly, Category = "MySceneComponent")
		class USceneComponent* m_pMyScene;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyStaticMeshComponent")
		class UStaticMeshComponent* m_pMyStaticMesh;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyBoxComponent")
		class UBoxComponent* m_pMyBox;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyAudioComponent")
		class UAudioComponent* m_pMyAudio;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyParticleSystemComponent")
		class UParticleSystemComponent* m_pMyParticleSystem;
};

Tips:

  • 变量前必须加 class
  • 变量与宏必须有一个缩进。

3.2 MyActor.cpp

#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;

	// create
	this->m_pMyScene = CreateDefaultSubobject<USceneComponent>(TEXT("MyCustomScene"));
	this->m_pMyStaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MyCustomStaticMesh"));
	this->m_pMyBox = CreateDefaultSubobject<UBoxComponent>(TEXT("MyCustomBox"));
	this->m_pMyAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("MyCustomAudio"));
	this->m_pMyParticleSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MyCustomParticleSystem"));

	// set level
	RootComponent = this->m_pMyScene;
	this->m_pMyStaticMesh->SetupAttachment(this->m_pMyScene);
	this->m_pMyBox->SetupAttachment(this->m_pMyScene);
	this->m_pMyAudio->SetupAttachment(this->m_pMyBox);
	this->m_pMyParticleSystem->SetupAttachment(this->m_pMyScene);

}

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

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

}

3.3 结果

4. 静态加载类和资源

编译时加载,写在构造函数内:

// Sets default values
AMyActor::AMyActor()
{
	// ****************************************************************************
	// static loading
	// ****************************************************************************

	// load static mesh
	static ConstructorHelpers::FObjectFinder<UStaticMesh> tempStaticMesh(
		TEXT("/Script/Engine.StaticMesh'/Game/StarterContent/Shapes/Shape_Cone.Shape_Cone'"));

	// set mesh asset
	this->m_pMyStaticMesh->SetStaticMesh(tempStaticMesh.Object);

}

4.1 Mesh Assert

// load static mesh
static ConstructorHelpers::FObjectFinder<UStaticMesh> tempStaticMesh(
	TEXT("/Script/Engine.StaticMesh'/Game/StarterContent/Shapes/Shape_Cone.Shape_Cone'"));

// set mesh asset
this->m_pMyStaticMesh->SetStaticMesh(tempStaticMesh.Object);

4.2 粒子

// load particle
static ConstructorHelpers::FObjectFinder<UParticleSystem> tempParticleSystem(
	TEXT("/Script/Engine.ParticleSystem'/Game/StarterContent/Particles/P_Explosion.P_Explosion'"));

// set mesh asset
this->m_pMyParticleSystem->SetTemplate(tempParticleSystem.Object);

4.3 AActor

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyClass")
	TSubclassOf<AActor> m_pMyLightActor;

使用 FClassFinder ,该处示例为资源包中一个灯的类。

static ConstructorHelpers::FClassFinder<AActor> tempLightActor(
	TEXT("/Script/Engine.Blueprint'/Game/StarterContent/Blueprints/Blueprint_CeilingLight.Blueprint_CeilingLight'"));

this->m_pMyLightActor = tempLightActor.Class;

5. 动态加载类和资源

运行时加载,可写在 BeginPlay() 里或其他:

// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
	Super::BeginPlay();
	
	// load asset
	// ...
}

5.1 Mesh Assert

这里的模型是一个正方体

UStaticMesh* pStaticMeshAsset = LoadObject<UStaticMesh>(nullptr,
	TEXT("/Script/Engine.StaticMesh'/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube'"));

if (pStaticMeshAsset)
{
	this->m_pMyStaticMesh->SetStaticMesh(pStaticMeshAsset);
}

5.2 AActor

UClass* pClassAsset = LoadClass<UClass>(nullptr, 
	TEXT("/Script/Engine.Blueprint'/Game/StarterContent/Blueprints/Blueprint_CeilingLight.Blueprint_CeilingLight'"));

if (pClassAsset)
{
	// (mesh, pos, rot)
	AActor* spawnActor = GetWorld()->SpawnActor<AActor>(pClassAsset, FVector::ZeroVector, FRotator::ZeroRotator);
}

5.3 结果展示

放置在场景中,未运行时,展示的是静态加载的圆锥Mesh:

运行时,该对象展示的变成了动态加载的立方体Mesh:

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