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10万字智慧政务大数据平台项目建设方案222页[Word]

程序员知识圈 2023-09-02 阅读 46

# UE5 C++ UGameInstance  功能及作用
 


网上有很多文章介绍,例如在游戏中只有一个实例,换关卡不会丢失等。暂时省略。

#  UE5 C++ UGameInstance  应用


## 应用一,UE5 C++ UGameInstance  里监听player创建事件


UWebSocketGameInstance.h里的定义

UCLASS()
class MYUE521_API UUWebSocketGameInstance : public UGameInstance
{

GENERATED_BODY()


public:
virtual void Init() override;
virtual void Shutdown() override;
void OnPlayerCreated(ULocalPlayer* player);
}

说明:

  1.  Init()方法是在UGameInstance.h里定义的。源码里的注解是允许在这里自定义一些实现
  2. Shutdown()方法是在UGameInstance.h里定义的。源码里的注解是允许在这里自定义一些清理工作
  3. void OnPlayerCreated(ULocalPlayer* player) 方法是我自己定义的方法,用来监听创建player以后执行的方法

下面来看一下实现UWebSocketGameInstance.cpp里

void UUWebSocketGameInstance::Init() {
Super::Init();

OnLocalPlayerAddedEvent.AddUObject(this,&UUWebSocketGameInstance::OnPlayerCreated);

}

void UUWebSocketGameInstance::Shutdown() {

//先写自定义的清理工作

Super::Shutdown();
}

void UUWebSocketGameInstance::OnPlayerCreated(ULocalPlayer* player) {

UE_LOG(LogTemp, Warning, TEXT("%s plaer is created"), *FString(__FUNCTION__));
}

说明:

  1.  UE5里的事件绑定,这里绑定到自定义的OnPlayerCreated 方法里
  2. 触发事件OnLocalPlayerAddedEvent的位置在GameInstance.cpp里有AddLocalPlayer(ULocalPlayer* NewLocalPlayer, FPlatformUserId UserId)方法里有OnLocalPlayerAddedEvent.Broadcast(NewLocalPlayer); 通过广播通知


## 应用二,UE5 C++ UGameInstance  里player转成目标Characher的方法


ACharacter* character = UGameplayStatics::GetPlayerCharacter(this->GetWorld(), 0);
Amyue521Character* character2 = Cast<Amyue521Character>(character);
if (character2 == nullptr) {
UE_LOG(LogTemp, Warning, TEXT("%s 1强制类型转换成Amyue521Character失败"), *FString(__FUNCTION__));
}
else {

UE_LOG(LogTemp, Warning, TEXT("%s 1强制类型转换成Amyue521Character成功"), *FString(__FUNCTION__));
}

## 应用三,UE5 C++ UGameInstance  里一些方法罗列

/** Returns number of fully registered local players */
int32 GetNumLocalPlayers() const;

/** Returns the local player at a certain index, or null if not found */
ULocalPlayer* GetLocalPlayerByIndex(const int32 Index) const;

/** Returns the first local player, will not be null during normal gameplay */
ULocalPlayer* GetFirstGamePlayer() const;

/** Returns the player controller assigned to the first local player. If World is specified it will search within that specific world */
APlayerController* GetFirstLocalPlayerController(const UWorld* World = nullptr) const;

/** Returns the local player assigned to a physical Controller Id, or null if not found */
ULocalPlayer* FindLocalPlayerFromControllerId(const int32 ControllerId) const;

/** Returns the local player assigned to this platform user id, or null if not found */
ULocalPlayer* FindLocalPlayerFromPlatformUserId(const FPlatformUserId UserId) const;

/** Returns the local player that has been assigned the specific unique net id */
ULocalPlayer* FindLocalPlayerFromUniqueNetId(FUniqueNetIdPtr UniqueNetId) const;
ULocalPlayer* FindLocalPlayerFromUniqueNetId(const FUniqueNetId& UniqueNetId) const;
ULocalPlayer* FindLocalPlayerFromUniqueNetId(const FUniqueNetIdRepl& UniqueNetId) const;

/** Returns const iterator for searching list of local players */
TArray<ULocalPlayer*>::TConstIterator GetLocalPlayerIterator() const;

/** Returns reference to entire local player list */
const TArray<ULocalPlayer*> & GetLocalPlayers() const;

#  UE5 C++ UGameInstance  其他

待补充

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