UE中委托的使用很廣泛,許多Event的觸發都有對應的虛函數和委托,虛函數不用講,只能在派生類中使用,而委托可以在別的類或者藍圖中使用,就應用范圍而言,委托的使用更靈活。以AActor的
/** * Event when this actor overlaps another actor, for example a player walking into a trigger. * For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. * @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. */ virtual void NotifyActorBeginOverlap(AActor* OtherActor); /** * Event when this actor overlaps another actor, for example a player walking into a trigger. * For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. * @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. */ UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName = "ActorBeginOverlap"), Category="Collision") void ReceiveActorBeginOverlap(AActor* OtherActor); /** * Event when an actor no longer overlaps another actor, and they have separated. * @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. */ virtual void NotifyActorEndOverlap(AActor* OtherActor);
為例,重疊(overlapped)事件發生時,就會觸發這組函數(Begin/EndOverlap),但僅限於在派生類中進行重載。其實,AActor提供了另外一種更加靈活的方式,那就是:委托(Delegate)
/** * Called when another actor begins to overlap this actor, for example a player walking into a trigger. * For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. * @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. */ UPROPERTY(BlueprintAssignable, Category="Collision") FActorBeginOverlapSignature OnActorBeginOverlap;
當然也有對應的End形式。查看FActorBeginOverlapSignature的定義:
// Delegate signatures
DECLARE_DYNAMIC_MULTICAST_DELEGATE_FiveParams( FTakeAnyDamageSignature, AActor*, DamagedActor, float, Damage, const class UDamageType*, DamageType, class AController*, InstigatedBy, AActor*, DamageCauser );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_NineParams( FTakePointDamageSignature, AActor*, DamagedActor, float, Damage, class AController*, InstigatedBy, FVector, HitLocation, class UPrimitiveComponent*, FHitComponent, FName, BoneName, FVector, ShotFromDirection, const class UDamageType*, DamageType, AActor*, DamageCauser );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams( FActorBeginOverlapSignature, AActor*, OverlappedActor, AActor*, OtherActor );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams( FActorEndOverlapSignature, AActor*, OverlappedActor, AActor*, OtherActor );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_FourParams( FActorHitSignature, AActor*, SelfActor, AActor*, OtherActor, FVector, NormalImpulse, const FHitResult&, Hit );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam( FActorBeginCursorOverSignature, AActor*, TouchedActor );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam( FActorEndCursorOverSignature, AActor*, TouchedActor );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams( FActorOnClickedSignature, AActor*, TouchedActor , FKey, ButtonPressed );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams( FActorOnReleasedSignature, AActor*, TouchedActor , FKey, ButtonReleased );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams( FActorOnInputTouchBeginSignature, ETouchIndex::Type, FingerIndex, AActor*, TouchedActor );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams( FActorOnInputTouchEndSignature, ETouchIndex::Type, FingerIndex, AActor*, TouchedActor );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams( FActorBeginTouchOverSignature, ETouchIndex::Type, FingerIndex, AActor*, TouchedActor );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams( FActorEndTouchOverSignature, ETouchIndex::Type, FingerIndex, AActor*, TouchedActor );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FActorDestroyedSignature, AActor*, DestroyedActor );
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FActorEndPlaySignature, AActor*, Actor , EEndPlayReason::Type, EndPlayReason);
DECLARE_DELEGATE_SixParams(FMakeNoiseDelegate, AActor*, float /*Loudness*/, class APawn*, const FVector&, float /*MaxRange*/, FName /*Tag*/);
其中DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams,表明這是一個多播。在UE中,委托有單播和多播兩種方式,另外還有委托的函數帶不帶返回值(_RetVal后綴),單播和多播均為無返回值(函數返回類型為void)。
一、單播:
使用如下定義(這里只使用無參和一個參數兩種類型,別的類似):
//聲明委托(單播),無參數 DECLARE_DELEGATE(MyDelegate) DECLARE_DELEGATE_OneParam(MyIntDelegate, int32)
這樣就聲明了兩種委托類型,MyDelegate(無參數),MyIntDelegate(帶有一個int32參數類型),用法如下:
1)聲明和實現回調函數,注意:一定要加UFUNCTION修飾函數聲明,因為委托是參與UE的反射系統中的,即UE引擎要知道有這個函數,這在下面的例子中會看到,聲明和實現如下:
UFUNCTION() void IntFunction(int32 Value) { GLog->Log(ELogVerbosity::Warning, "IntFunction: " + FString::FromInt(Value)); } UFUNCTION() void SecondIntFunction(int32 Value) { GLog->Log(ELogVerbosity::Warning, "SecondIntFunction: " + FString::FromInt(Value)); } UFUNCTION() void ThirdIntFunction(int32 Value) { GLog->Log(ELogVerbosity::Warning, "ThirdIntFunction: " + FString::FromInt(Value)); } UFUNCTION() void SomeFunction() { GLog->Log(ELogVerbosity::Warning, "SomeFunction: "); }
使用方法:
隨便找個地方測試,這里在BeginPlay()中測試:
MyIntDelegate IntDelegate; IntDelegate.BindUFunction(this, FName("IntFunction")); IntDelegate.BindUFunction(this, FName("SecondIntFunction"));
單播,只能觸發一個委托,因此上面雖然綁定了兩個函數IntFunction和SecondIntFuction,但是只有第2個函數(SecondIntFunction)得到調用
IntDelegate.Execute(999);
在引擎的日志中顯示如下:
注意到一個有趣的地方,我們綁定函數時,不是通過函數的名字來綁定的,而是通過函數的名字對應的FName來綁定的,這是說明(或許稱推測更准確),這些函數在UE引擎中通過某種方式(VM更有可能)有函數和其對應名稱字符串的一個映射,這也是前面在函數聲明處添加UFUNCTION修飾的原因(告訴UHT要把這個函數添加進反射系統)。另外一個有趣的地方是調用委托(IntDelegate.Execute(999))時,VC會自動推導出參數類型(VS2017測試)為int32。
二、多播:多播時可以觸發多個委托的函數,多播帶有Multicast這樣的字符串,這很容易和單播區分出來。多播就意味着可以觸發多個事件,如下:
GLog->Log(ELogVerbosity::Warning, TEXT("將要進行多播……。")); MyIntMulticastDelegate IntMulticastDelegate; IntMulticastDelegate.AddUFunction(this, FName("IntFunction")); IntMulticastDelegate.AddUFunction(this, FName("SecondIntFunction")); IntMulticastDelegate.AddUFunction(this, FName("ThirdIntFunction")); IntMulticastDelegate.Broadcast(123);
注意,多播要使用Broadcast觸發,Broadcast就意味着廣播,廣播嘛,大家只要願意,都能收到,這也正是觀察者(Observer)模式。
運行結果:
三、擴展:
既然引入時使用了重疊的例子,這里把這個事件再注解下,老了,記性不好:(
void AActor::NotifyActorBeginOverlap(AActor* OtherActor) { // call BP handler ReceiveActorBeginOverlap(OtherActor); }
該函數是虛函數,調用一個ReceiveActorBeginOverlap函數,ReceiveActorBeginOverlap原型在引入中有原型,看下說明知道,這里其實就是調用藍圖中對應的OnActorBeginOverlap結點(NODE)。所以重載時要注意,如果需要調用藍圖中的事件(通常如此)要顯式調用Super::NotifyActorBeginOverlap(OtherActor)。調用的位置,即先於自定義代碼,或者在自定義代碼后調用,要根據自己的情況,例如,如果在派生類中做些初始化,以供藍圖使用,則應先調用自己的代碼,后調用父類,否則,無所謂。
四,進一步說明重疊事件:
在前方中提及,AActor是不參與物體的collide的,這里又有重載,又有多播,這不是打自己的臉?其實不是。AActor是容器!AActor是容器!AActor是容器!所以功能的實現都是通過組件實現的。在前方中說明碰撞(collide,當然包括重疊和Hit,唔,,Hit叫撞擊聽着不順就Hit好了)是在UPrimitiveComponent中實現,這里把它扒出來,晾晾。
// @todo, don't need to pass in Other actor? void UPrimitiveComponent::BeginComponentOverlap(const FOverlapInfo& OtherOverlap, bool bDoNotifies) { // If pending kill, we should not generate any new overlaps if (IsPendingKill()) { return; } // UE_LOG(LogActor, Log, TEXT("BEGIN OVERLAP! Self=%s SelfComp=%s, Other=%s, OtherComp=%s"), *GetNameSafe(this), *GetNameSafe(MyComp), *GetNameSafe(OtherComp->GetOwner()), *GetNameSafe(OtherComp)); UPrimitiveComponent* OtherComp = OtherOverlap.OverlapInfo.Component.Get(); if (OtherComp) { bool const bComponentsAlreadyTouching = IsOverlappingComponent(OtherOverlap); if (!bComponentsAlreadyTouching && CanComponentsGenerateOverlap(this, OtherComp)) { AActor* const OtherActor = OtherComp->GetOwner(); AActor* const MyActor = GetOwner(); const bool bNotifyActorTouch = bDoNotifies && !MyActor->IsOverlappingActor(OtherActor); // Perform reflexive touch. OverlappingComponents.Add(OtherOverlap); // already verified uniqueness above OtherComp->OverlappingComponents.AddUnique(FOverlapInfo(this, INDEX_NONE)); // uniqueness unverified, so addunique if (bDoNotifies) { // first execute component delegates if (!IsPendingKill()) { OnComponentBeginOverlap.Broadcast(this, OtherActor, OtherComp, OtherOverlap.GetBodyIndex(), OtherOverlap.bFromSweep, OtherOverlap.OverlapInfo); } if (!OtherComp->IsPendingKill()) { // Reverse normals for other component. When it's a sweep, we are the one that moved. OtherComp->OnComponentBeginOverlap.Broadcast(OtherComp, MyActor, this, INDEX_NONE, OtherOverlap.bFromSweep, OtherOverlap.bFromSweep ? FHitResult::GetReversedHit(OtherOverlap.OverlapInfo) : OtherOverlap.OverlapInfo); } // then execute actor notification if this is a new actor touch if (bNotifyActorTouch) { // First actor virtuals if (IsActorValidToNotify(MyActor)) { MyActor->NotifyActorBeginOverlap(OtherActor); } if (IsActorValidToNotify(OtherActor)) { OtherActor->NotifyActorBeginOverlap(MyActor); } // Then level-script delegates if (IsActorValidToNotify(MyActor)) { MyActor->OnActorBeginOverlap.Broadcast(MyActor, OtherActor); } if (IsActorValidToNotify(OtherActor)) { OtherActor->OnActorBeginOverlap.Broadcast(OtherActor, MyActor); } } } } } }
代碼有點長,似乎超過50,想必Epic不會找我麻煩,只看后一段好了。
簡單來講就是,如果Actor有效(Valid)則調用自己的Notify對應的事件,然后再廣播!順便做個好人,也幫對方觸發一下事件,也幫對方發個小廣告,為什么這么做?唔,,,思考一下,很快就明白,在Sweep方式下,被重疊的物體是通常都是被動的,如果它再主動檢查,很耗資源,所以,它就在那里吃瓜好了,等我碰到你再幫你觸發事件,再幫你發你要發的消息(小廣告),反正如果大伙都不動,肯定不會發生碰撞(沒有進行物理模擬情況下,有物理模擬,唔,同樣的結論似乎也成立)。
五、進進進進一步說明重疊事件:剛才突發奇想,打開物理模擬后又如何?簡單測試,隨便弄個球好了,球打開物理模擬,設置對pawn對象overlap,勾選generated overlap event,然后在level blueprint中隨便打印個字符串,我選擇的是輸出:overlap字符串。pawn一碰到球,產生了同樣的事件,結論成立。
六、感謝Epic提供的源代碼,引用我最喜歡的侯捷老師一句話:源碼面前,了無秘密。話說侯老師,你不准備寫一本《UE4引擎深入淺出》嗎?多少money我都支持,擦,,,,MFC深入淺出我買了二本,第一本大多數人都沒見過,淺藍色封面的,可惜送人了。嘻嘻。