虚幻引擎5 GAS开发俯视角RPG游戏 P06-28 构建属性菜单小部件控制器
1.创建属性菜单小部件控制器
Source/CC_Aura/Public/UI/WidgetController/CC_AttributeMenuWidgetController.h:
// 版权归陈超所有#pragma once#include "CoreMinimal.h"
#include "UI/WidgetController/CC_WidgetController.h"
#include "CC_AttributeMenuWidgetController.generated.h"/*** */
UCLASS(Blueprintable)
class CC_AURA_API UCC_AttributeMenuWidgetController : public UCC_WidgetController
{GENERATED_BODY()public://广播初始值virtual void BroadcastInitialValues() override;//依赖的绑定回调函数virtual void BindCallbacksToDependencies() override;};
Source/CC_Aura/Private/UI/WidgetController/CC_AttributeMenuWidgetController.cpp:
// 版权归陈超所有#include "UI/WidgetController/CC_AttributeMenuWidgetController.h"void UCC_AttributeMenuWidgetController::BroadcastInitialValues()
{}void UCC_AttributeMenuWidgetController::BindCallbacksToDependencies()
{}
2.构建蓝图函数库:
添加静态函数,能随地得到小部件的控制器
Source/CC_Aura/Public/BlueprintFunctionLibrary/CC_BlueprintFunctionLibrary.h
// 版权归陈超所有#pragma once#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "CC_BlueprintFunctionLibrary.generated.h"class UCC_AttributeMenuWidgetController;
class UCC_OverlayWidgetController;
/*** */
UCLASS()
class CC_AURA_API UCC_BlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{GENERATED_BODY()public:UFUNCTION(BlueprintPure, Category="CC_BlueprintFunctionLibrary|OverlayWidgetController")static UCC_OverlayWidgetController* GetOverlayWidgetController(const UObject* WorldContextObject);UFUNCTION(BlueprintPure, Category="CC_BlueprintFunctionLibrary|AttributeMenuWidgetController")static UCC_AttributeMenuWidgetController* GetAttributeMenuWidgetController(const UObject* WorldContextObject);};
Source/CC_Aura/Private/BlueprintFunctionLibrary/CC_BlueprintFunctionLibrary.cpp:
// 版权归陈超所有#include "BlueprintFunctionLibrary/CC_BlueprintFunctionLibrary.h"#include "Kismet/GameplayStatics.h"
#include "Player/CC_PlayerState.h"
#include "UI/HUD/CC_HUD.h"
#include "UI/WidgetController/CC_WidgetController.h"UCC_OverlayWidgetController* UCC_BlueprintFunctionLibrary::GetOverlayWidgetController(const UObject* WorldContextObject)
{APlayerController* PlayerController = UGameplayStatics::GetPlayerController(WorldContextObject, 0);if (!PlayerController) return nullptr;ACC_HUD* CC_HUD = Cast<ACC_HUD>(PlayerController->GetHUD());if (!CC_HUD) return nullptr;ACC_PlayerState* PlayerState = PlayerController->GetPlayerState<ACC_PlayerState>();if (!PlayerState) return nullptr;UAbilitySystemComponent* AbilitySystemComponent = PlayerState->GetAbilitySystemComponent();if (!AbilitySystemComponent) return nullptr;UAttributeSet* AttributeSet = PlayerState->GetAttributeSet();if (!AttributeSet) return nullptr;FWidgetControllerParams WidgetControllerParams(PlayerController, PlayerState, AbilitySystemComponent, AttributeSet);return CC_HUD->GetOverlayWidgetController(WidgetControllerParams);
}UCC_AttributeMenuWidgetController* UCC_BlueprintFunctionLibrary::GetAttributeMenuWidgetController(const UObject* WorldContextObject)
{APlayerController* PlayerController = UGameplayStatics::GetPlayerController(WorldContextObject, 0);if (!PlayerController) return nullptr;ACC_HUD* CC_HUD = Cast<ACC_HUD>(PlayerController->GetHUD());if (!CC_HUD) return nullptr;ACC_PlayerState* PlayerState = PlayerController->GetPlayerState<ACC_PlayerState>();if (!PlayerState) return nullptr;UAbilitySystemComponent* AbilitySystemComponent = PlayerState->GetAbilitySystemComponent();if (!AbilitySystemComponent) return nullptr;UAttributeSet* AttributeSet = PlayerState->GetAttributeSet();if (!AttributeSet) return nullptr;FWidgetControllerParams WidgetControllerParams(PlayerController, PlayerState, AbilitySystemComponent, AttributeSet);return CC_HUD->GetAttributeMenuWidgetController(WidgetControllerParams);
}
其中,在CC_HUD类中,添加属性菜单控制器,以及获取方法:
Source/CC_Aura/Public/UI/HUD/CC_HUD.h:
UPROPERTY()TObjectPtr<UCC_AttributeMenuWidgetController> AttributeMenuWidgetController; UPROPERTY(EditAnywhere)TSubclassOf<UCC_AttributeMenuWidgetController> AttributeMenuWidgetControllerClass;
UCC_AttributeMenuWidgetController* GetAttributeMenuWidgetController(const FWidgetControllerParams& FWCParams);
Source/CC_Aura/Private/UI/HUD/CC_HUD.cpp:
UCC_AttributeMenuWidgetController* ACC_HUD::GetAttributeMenuWidgetController(const FWidgetControllerParams& FWCParams)
{if (AttributeMenuWidgetController == nullptr) {AttributeMenuWidgetController = NewObject<UCC_AttributeMenuWidgetController>(this, AttributeMenuWidgetControllerClass); AttributeMenuWidgetController->SetWidgetControllerParams(FWCParams); }return AttributeMenuWidgetController;
}3.创建属性菜单小部件控制器蓝图BP_AttributeMenuWidgetController:

在HUD中配置:

4.在WBP_AttributeMenu中添加控制器:


验证:
在回调函数中,打印控制器:

效果:

