【UE4 C++ 基础知识】<9> Interface 接口
2024-09-27 02:59:32
概述
- 简单的说,接口提供一组公共的方法,不同的对象中继承这些方法后可以有不同的具体实现。
- 任何使用接口的类都必须实现这些接口。
- 实现解耦
- 解决多继承的问题
蓝图使用
使用方法
三种调用方法的区别
调用流关卡蓝图的接口函数
C++ 使用接口
本例使用一个Box Trigger 出发overlap 调用 Drone实例的接口
添加接口类
定义接口
声明蓝图可调用接口函数
用UFUNCTION 宏
BlueprintCallable
声明蓝图可调用,还必须使用BlueprintImplementableEvent
或BlueprintNativeEvent
说明,而且函数不能为虚函数如果不想蓝图重载,只是想使用
BlueprintCallable
以支持蓝图起到单纯的调用作用,可以通过将接口标记为UINTERFACE(meta = (CannotImplementInterfaceInBlueprint))
来解决通过声明 virtual 虚函数,使得派生类可重载
代码
ReactToTriggerInterface.h
#pragma once
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "ReactToTriggerInterface.generated.h" // 无需更改
// UINTERFACE类不是实际的接口;它是一个空白类,它的存在只是为了向虚幻引擎反射系统确保可见性。
UINTERFACE(MinimalAPI)
class UReactToTriggerInterface : public UInterface
{
GENERATED_BODY()
}; //开头字母"U"必须改为"I"。
class TIPS_API IReactToTriggerInterface
{
GENERATED_BODY() public: // 纯虚函数,实现类必须实现接口
virtual void ReactToTrigger_PureVirtual() = 0; // 虚函数,在接口本身的 .h 或 .cpp 文件中提供默认实现.实现类可覆盖
virtual void ReactToTrigger_Virtual(); //实现类可以在蓝图和C++中实现接口
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="Trigger Reaction")
void ReactToTrigger_NativeEvent1(int32 number); //实现类可以在蓝图和C++中实现接口
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Trigger Reaction")
bool ReactToTrigger_NativeEvent2(int32 number); //实现类在蓝图中实现接口
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, Category = "Trigger Reaction")
void ReactToTrigger_ImplementableEvent();
};
ReactToTriggerInterface.cpp
#include "ReactToTriggerInterface.h"
void IReactToTriggerInterface::ReactToTrigger_Virtual()
{
// unimplemented(); //该宏将在执行代码行时发出调试语句, 中断
UE_LOG(LogTemp, Warning, TEXT("ReactToTrigger_Virtual 被调用, From 接口本身"));
}
实现接口
MyDrone.h 此类继承自Pawn类,无关本文主题
#include "ReactToTriggerInterface.h"
#include "MyDrone.generated.h" UCLASS()
class TIPS_API AMyDrone : public ADrone, public IReactToTriggerInterface
{
GENERATED_BODY() public:
virtual void ReactToTrigger_PureVirtual() override; //可蓝图调用,貌似通用写法
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Trigger Reaction")
void ReactToTrigger_NativeEvent1(int32 number);
virtual void ReactToTrigger_NativeEvent1_Implementation(int32 number) override; //蓝图可调用,,貌似和上面没区别
virtual bool ReactToTrigger_NativeEvent2_Implementation(int32 number) override; //void ReactToTrigger_ImplementableEvent();需要在蓝图实现
};
MyDrone.cpp
#include "MyDrone.h" void AMyDrone::ReactToTrigger_PureVirtual()
{
UE_LOG(LogTemp, Warning, TEXT("ReactToTrigger_PureVirtual 被调用, From MyDrone"));
} void AMyDrone::ReactToTrigger_NativeEvent1_Implementation(int32 number)
{
UE_LOG(LogTemp, Warning, TEXT("ReactToTrigger_NativeEvent1 被调用, From MyDrone"));
} bool AMyDrone::ReactToTrigger_NativeEvent2_Implementation(int32 number)
{
UE_LOG(LogTemp, Warning, TEXT("ReactToTrigger_NativeEvent2 被调用, From MyDrone"));
return true;
}
也可以蓝图重载
调用接口的类
c++ 调用接口可以先判断该类是否有实现接口
// 如果OriginalObject实现了UReactToTriggerInterface,则bisimplemated将为true。
bool bIsImplemented = OriginalObject->GetClass()->ImplementsInterface(UReactToTriggerInterface::StaticClass()); // 如果OriginalObject实现了UReactToTrigger,bIsImplemented将为true。
bIsImplemented = OriginalObject->Implements<UReactToTriggerInterface>(); // 如果OriginalObject实现了UReactToTriggerInterface,则ReactingObject将为非空。
IReactToTriggerInterface* ReactingObject = Cast<IReactToTriggerInterface>(OriginalObject);
原生 虚函数调用按照原生C++调用即可
UFUCNTION()修饰的接口函数则以
I接口名::Execute_函数名( 接口实例, 函数参数)
调用
代码
MyTriggerBox.h
#pragma once
#include "CoreMinimal.h"
#include "Engine/TriggerBox.h"
#include "MyTriggerBox.generated.h" UCLASS()
class TIPS_API AMyTriggerBox : public ATriggerBox
{
GENERATED_BODY() public: virtual void BeginPlay() override; UFUNCTION()
void HandleOverlap(AActor* OverlappedActor, AActor* OtherActor );
};
MyTriggerBox.cpp
#include "MyTriggerBox.h"
#include "Components/BoxComponent.h"
#include "ReactToTriggerInterface.h" void AMyTriggerBox::BeginPlay()
{
//放在构造函数好像不起作用
OnActorBeginOverlap.AddDynamic(this, &AMyTriggerBox::HandleOverlap);
} void AMyTriggerBox::HandleOverlap(AActor* OverlappedActor, AActor* OtherActor )
{
UClass* ActorClass = OtherActor->GetClass();
if (ActorClass->ImplementsInterface(UReactToTriggerInterface::StaticClass()))
{
UE_LOG(LogTemp, Warning, TEXT("是否实现接口判断方法一"));
IReactToTriggerInterface* ReactToTriggerInterface1 = CastChecked<IReactToTriggerInterface>(OtherActor); ReactToTriggerInterface1->ReactToTrigger_PureVirtual();
ReactToTriggerInterface1->ReactToTrigger_Virtual(); IReactToTriggerInterface::Execute_ReactToTrigger_NativeEvent1(OtherActor, 16);
IReactToTriggerInterface::Execute_ReactToTrigger_NativeEvent2(OtherActor, 32);
IReactToTriggerInterface::Execute_ReactToTrigger_ImplementableEvent(OtherActor); } if (OtherActor->Implements<UReactToTriggerInterface>())
{
UE_LOG(LogTemp, Warning, TEXT("是否实现接口判断方法二")); IReactToTriggerInterface::Execute_ReactToTrigger_NativeEvent1(OtherActor, 16);
IReactToTriggerInterface::Execute_ReactToTrigger_NativeEvent2(OtherActor, 32);
} IReactToTriggerInterface* ReactToTriggerInterface2 = Cast<IReactToTriggerInterface>(OtherActor);
if (ReactToTriggerInterface2)
{
UE_LOG(LogTemp, Warning, TEXT("是否实现接口判断方法三"));
IReactToTriggerInterface::Execute_ReactToTrigger_ImplementableEvent(OtherActor);
} }
测试结果
参考
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