1 定义并实现交互接口
接口定义:
// Fill out your copyright notice in the Description page of Project Settings.#pragma once#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "MyInterActInterface.generated.h"// This class does not need to be modified.
UINTERFACE(MinimalAPI)
class UMyInterActInterface : public UInterface
{GENERATED_BODY()
};/*** */
class ARPG_CPLUS_API IMyInterActInterface
{GENERATED_BODY()// Add interface functions to this class. This is the class that will be inherited to implement this interface.
public:UFUNCTION(BlueprintCallable, BlueprintNativeEvent)void OnInterAct(APawn* InstigatorPawn);
};
实现接口:
class ARPG_CPLUS_API AInterActTrigger : public AActor,public IMyInterActInterface
{GENERATED_BODY()public: // Sets default values for this actor's propertiesAInterActTrigger();virtual void OnInterAct_Implementation(APawn* InstigatorPawn)override;.......}
实现里绑定碰撞函数,重叠时设置指针:
// Fill out your copyright notice in the Description page of Project Settings.#include "InterAct/InterActTrigger.h"
#include "Components/BoxComponent.h"
#include "Player/MyPlayer.h"
// Sets default values
AInterActTrigger::AInterActTrigger()
{// 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;// 创建 BoxCollision 组件BoxCollision = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxCollision"));BoxCollision->SetupAttachment(RootComponent); // 绑定到根组件BoxCollision->SetBoxExtent(FVector(50.f, 50.f, 50.f)); // 设置碰撞盒的大小BoxCollision->SetCollisionProfileName(TEXT("Trigger"));}// Called when the game starts or when spawned
void AInterActTrigger::BeginPlay()
{Super::BeginPlay();// 绑定重叠事件BoxCollision->OnComponentBeginOverlap.AddDynamic(this, &AInterActTrigger::OnBeginOverlap);BoxCollision->OnComponentEndOverlap.AddDynamic(this, &AInterActTrigger::OnEndOverlap);}// Called every frame
void AInterActTrigger::Tick(float DeltaTime)
{Super::Tick(DeltaTime);}void AInterActTrigger::OnInterAct_Implementation(APawn* InstigatorPawn)
{UE_LOG(LogTemp,Warning,TEXT("OnInterActInC++"));
}// 开始重叠事件
void AInterActTrigger::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{//UE_LOG(LogTemp, Warning, TEXT("Begin Overlap with: %s"), *OtherActor->GetName());if (OtherActor && OtherActor != this){//UE_LOG(LogTemp, Warning, TEXT("Begin Overlap with: %s"), *OtherActor->GetName());if(AMyPlayer* MyPlayer=Cast<AMyPlayer>(OtherActor)){MyPlayer->TriggerActorRef=this;}else{//UE_LOG(LogTemp, Warning, TEXT("AInterActTrigger-->MyPlayer is Not Valid"));}}
}// 结束重叠事件
void AInterActTrigger::OnEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{if (OtherActor && OtherActor != this){//UE_LOG(LogTemp, Warning, TEXT("End Overlap with: %s"), *OtherActor->GetName());if(AMyPlayer* MyPlayer=Cast<AMyPlayer>(OtherActor)){MyPlayer->TriggerActorRef=nullptr;}else{//UE_LOG(LogTemp, Warning, TEXT("AInterActTrigger-->MyPlayer is Not Valid"));}}
}
这时就能把那一坨东西改为这简洁的一行:
优雅多了() ,然后就是恢复功能了。
2 把实现搬到各接口中
例如这个:
3 提取Bag和Warehouse父类
这里只贴提取完的父类声明,不得不说比之前舒服多了
// Fill out your copyright notice in the Description page of Project Settings.#pragma once#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Enum/My_Enum.h"
#include "ItemManageBaseComponent.generated.h"class UGameplayAbility;USTRUCT(BlueprintType)
struct ARPG_CPLUS_API FMyItemInfo
{GENERATED_USTRUCT_BODY()UPROPERTY(EditAnywhere, BlueprintReadOnly)int32 ItemId;UPROPERTY(EditAnywhere, BlueprintReadOnly)int64 CurrentOwnedCnt;UPROPERTY(EditAnywhere, BlueprintReadOnly)FString DisplayName;UPROPERTY(EditAnywhere, BlueprintReadOnly)EMyItemType ItemType{EMyItemType::Item};UPROPERTY(EditAnywhere, BlueprintReadOnly)EMyArmType ArmType{EMyArmType::None};UPROPERTY(EditAnywhere, BlueprintReadWrite)EMyItemLocation ItemLocation{EMyItemLocation::None};FMyItemInfo(int32 ItemId,int64 CurrentOwnedCnt,FString DisplayName) : ItemId(ItemId), CurrentOwnedCnt(CurrentOwnedCnt), DisplayName(DisplayName){}FMyItemInfo(){ItemId = 0;CurrentOwnedCnt=0;DisplayName=FString("Default");}
};USTRUCT(BlueprintType)
struct ARPG_CPLUS_API FMyItemData:public FTableRowBase
{GENERATED_USTRUCT_BODY()UPROPERTY(EditAnywhere, BlueprintReadWrite)int ItemId;UPROPERTY(EditAnywhere, BlueprintReadWrite)int MaxOwnedCnt;UPROPERTY(EditAnywhere, BlueprintReadWrite)FString ItemBaseName;UPROPERTY(EditAnywhere, BlueprintReadWrite)UTexture2D* Texture;
};USTRUCT(BlueprintType)
struct ARPG_CPLUS_API FAttributeModifier
{GENERATED_USTRUCT_BODY()UPROPERTY(EditAnywhere, BlueprintReadWrite)FString AttributeName;UPROPERTY(EditAnywhere, BlueprintReadWrite)bool bIsPercent;UPROPERTY(EditAnywhere, BlueprintReadWrite)float PercentValue;UPROPERTY(EditAnywhere, BlueprintReadWrite)float AddedValue;
};USTRUCT(BlueprintType)
struct ARPG_CPLUS_API FAttrModItemData:public FMyItemData
{GENERATED_USTRUCT_BODY()UPROPERTY(EditAnywhere, BlueprintReadWrite)TArray<FAttributeModifier> AttributeMods;UPROPERTY(EditAnywhere, BlueprintReadWrite)TArray<TSubclassOf<UGameplayAbility>> GAsToAdd;
};UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class ARPG_CPLUS_API UItemManageBaseComponent : public UActorComponent
{GENERATED_BODY()public: // Sets default values for this component's propertiesUItemManageBaseComponent();UItemManageBaseComponent(int MaxCellCntLimit,EMyItemLocation ItemLocation):MaxCellCntLimit(MaxCellCntLimit),ItemLocation(ItemLocation){PrimaryComponentTick.bCanEverTick = true;static ConstructorHelpers::FObjectFinder<UDataTable> DataTableAsset(TEXT("DataTable'/Game/Data/DataTable/ItemsData.ItemsData'"));if (DataTableAsset.Succeeded()){ItemDataTable = DataTableAsset.Object;}}UFUNCTION(BlueprintCallable)virtual void SaveData();UFUNCTION(BlueprintCallable)virtual void LoadData();UFUNCTION(BlueprintCallable)virtual bool AddItemByArrayWithSave(const TArray<FMyItemInfo> ItemsToAdd);UFUNCTION(BlueprintCallable)virtual bool AddItemWithSave(FMyItemInfo& ItemToAdd);UFUNCTION(BlueprintCallable)virtual bool RemoveItemWithSave(const int ItemId,const int SubCnt);UFUNCTION(BlueprintCallable)virtual bool AddItemByArray(TArray<FMyItemInfo> ItemsToAdd);UFUNCTION(BlueprintCallable)virtual bool AddItem(FMyItemInfo& ItemToAdd);UFUNCTION(BlueprintCallable)virtual int GetAvailableSpace()const;UFUNCTION(BlueprintCallable)virtual bool RemoveItem(const int ItemId,const int SubCnt);UFUNCTION(BlueprintCallable)virtual void LogMes()const;UFUNCTION(BlueprintCallable)virtual FMyItemInfo GetItemInfoByItemId(int& ItemId);static UDataTable* ItemDataTable;UFUNCTION(BlueprintCallable)static FMyItemData GetItemDataByItemId(const int ItemId);UFUNCTION(BlueprintCallable)virtual bool CheckIsEnough(const int ItemId,const int Cnt)const;protected:UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ItemData")TArray<FMyItemInfo> Items;UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ItemData")int MaxCellCntLimit{25};UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ItemData")EMyItemLocation ItemLocation{EMyItemLocation::None};// Called when the game startsvirtual void BeginPlay() override;public: // Called every framevirtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;};