UEC++单播代理

注意:创建C++ MyDelegateActor类

MyDelegateActor.h

#pragma once

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

DECLARE_DELEGATE(NoParamDelegate);
DECLARE_DELEGATE_OneParam(OneParamDelegate, FString);
DECLARE_DELEGATE_TwoParams(TwoParamDelegate, FString, int32);
DECLARE_DELEGATE_ThreeParams(ThreeParamDelegate, FString, int32, float);
DECLARE_DELEGATE_RetVal(FString, RevalDelegate);

UCLASS()
class IBB_API AMyDelegateActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AMyDelegateActor();

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

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

	NoParamDelegate NoParamDelegate;
	OneParamDelegate OneParamDelegate;
	TwoParamDelegate TwoParamDelegate;
	ThreeParamDelegate ThreeParamDelegate;
	RevalDelegate RevalDelegate;

	void NoParamFunction();
	void OneParamFunction(FString str);
	void TwoParamFunction(FString str, int32 value);
	void ThreeParamFunction(FString str, int32 value, float value1);
	FString RevalParamFunction();
};

MyDelegateActor.cpp

#include "MyDelegateActor.h"

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

	NoParamDelegate.BindUObject(this, &AMyDelegateActor::NoParamFunction);
	OneParamDelegate.BindUObject(this, &AMyDelegateActor::OneParamFunction);
	TwoParamDelegate.BindUObject(this, &AMyDelegateActor::TwoParamFunction);
	ThreeParamDelegate.BindUObject(this, &AMyDelegateActor::ThreeParamFunction);
	RevalDelegate.BindUObject(this, &AMyDelegateActor::RevalParamFunction);
}

// Called when the game starts or when spawned
void AMyDelegateActor::BeginPlay()
{
	Super::BeginPlay();
	NoParamDelegate.ExecuteIfBound();
	OneParamDelegate.ExecuteIfBound("OneParamDelegate");
	TwoParamDelegate.ExecuteIfBound("TwoParamDelegate", 10);
	ThreeParamDelegate.ExecuteIfBound("ThreeParamDelegate", 10, 5.f);
	FString strValue = RevalDelegate.Execute();
}

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

}

void AMyDelegateActor::NoParamFunction(){
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, TEXT("NoParamDelegate"));
}

void AMyDelegateActor::OneParamFunction(FString str){
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, FString::Printf(TEXT("%s"), *str));
}

void AMyDelegateActor::TwoParamFunction(FString str, int32 value){
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, FString::Printf(TEXT("%s %d"), *str, value));
}

void AMyDelegateActor::ThreeParamFunction(FString str, int32 value, float value1){
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, FString::Printf(TEXT("%s %d %f"), *str, value, value1));
}

FString AMyDelegateActor::RevalParamFunction(){
	FString str = FString::Printf(TEXT("RevalParamDelegate"));
	return str;
}

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