游戏类
1.创建所需项的类
2.创建游戏模式类,在该类上实现所需项,引入头文件和构造函数时实例化
三种时间函数类型函数和提示类型
FName、FString、FText类型相互转化
FName用FName
FString用ToString()
FText用FText::FromString、FromName
//转化
FString MyString = TEXT("I am String");
FName MyName = FName("I am Name");
FString x = TEXT("I am a FString");
FText MyText = FText::FromString(x);//FString-》FName
FName fName = FName(*MyString);//将string解引用为字符数组?
//FText->FName
fName = FName(*(MyText.ToString()));//FName->FString
FString fString = fName.ToString();
//FText->Fstring
fString = MyText.ToString();//FString-》FText
FText fText = FText::FromString(MyString);
//FName->FText
fText = FText::FromName(MyName);
数组容器
TArray<int>arr;
//增arr.Add(10);arr.Add(25);arr.Add(40);arr.Add(60);arr.AddUnique(35);arr.AddUnique(40);printArr();//删arr.Remove(10);//移除10元素arr.RemoveSingle(40);//移除第一个40arr.RemoveAt(1);//移除第一个arr.Empty();//移除所有元素arr.Reset();//全部为0printArr();//改arr.Insert(80, 0);//在index处插入,原元素后移int& b = arr[0];b = 24;printArr();//查arr.Contains(10);//是否包含arr.Find(24);//是否包含,是返回index,不是返回-1arr.FindLast(24);
void ASGameMode::printArr() {for (auto It= arr.CreateConstIterator();It;It++){UE_LOG(LogTemp,Warning,TEXT("%d"),*It);GEngine->AddOnScreenDebugMessage(-1, 5.F, FColor::Blue, FString::Printf (TEXT("%d"),*It));}
}
键值容器
TMap<int, int>map;
map.Emplace(0, 1);map.Emplace(1, 3);map.Emplace(2, 5);//删map.Remove(1);//按Key删除map.Empty();//查找map.Contains(2);//按key查找int* isFind= map.Find(5);//找5,返回指针const int*isFindKey= map.FindKey(2);//值找键//获取查找TArray<int>arrkey;TArray<int>arrayVal;map.GenerateKeyArray(arrkey);map.GenerateValueArray(arrayVal);
void ASGameMode::printmap()
{for (auto& TestMap:map) {GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, FString::Printf(TEXT("key:%d,Value:%d"), TestMap.Key,TestMap.Value));UE_LOG(LogTemp,Display,TEXT("key:%d,Value:%d"), TestMap.Key, TestMap.Value);}
}
集合容器
TSet<FString>FruitSet;
//增
FruitSet.Add(TEXT("Apple"));
FruitSet.Add(TEXT("Orange"));
FruitSet.Add(TEXT("Banana"));
FruitSet.Emplace("Purple");//比add好,在插入集合时,避免创建临时文件
PrintFruit();
TSet<FString> TestSet2;
TestSet2.Emplace(TEXT("aaa"));
TestSet2.Emplace(TEXT("bbb"));
TestSet2.Emplace(TEXT("ccc"));
FruitSet.Append(TestSet2);
PrintFruit();
FruitSet.Remove(TEXT("aaa"));
FruitSet.Reset();
FruitSet.Empty();
PrintFruit();
int32 len=FruitSet.Num();
bool isFind=FruitSet.Contains(TEXT("bbb"));
FString* isFind2=FruitSet.Find(TEXT("ccc"));TArray<FString> FruitArr = FruitSet.Array();TSet<FString>TS2 = { TEXT("a"),TEXT("aa") ,TEXT("aaa") ,TEXT("aaaa") };
//长度排序
TS2.Sort([](FString A, FString B){return A.Len() > B.Len(); });
void ASGameMode::PrintFruit()
{for (auto& TestSet : FruitSet) {GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, FString::Printf(TEXT("%s"),* TestSet));UE_LOG(LogTemp, Display, TEXT("%s"), *TestSet);}
}
TSet<FString>MySet;
MySet.Add(TEXT("abc"));
FSetElementId index = MySet.Add(TEXT("bbc"));
MySet[index] = TEXT("abd");//预留内存
TSet<FString> NewSet2;
NewSet2.Reserve(10);for (int32 i=0;i<10;i++)
{NewSet2.Add(FString::Printf(TEXT("No:%d"), i));
}
for (int32 i=0;i<10;i+=2)
{NewSet2.Remove(FSetElementId::FromInteger(i));
}
NewSet2.Shrink();//删除末端空白元素
NewSet2.Compact();//删除空白元素
基本类型打印
int32 myInt = 10;float myFloat = 5.f;bool myBool = true;char myChar = 'c';FString myString = TEXT("xxx");FVector myVector = FVector(1,1,1);UE_LOG(LogTemp,Display,TEXT("%d,%f,%d,%c,%s,%s"), myInt, myFloat, myBool, myChar, *myString, *myVector.ToString());
UPROPERTY宏
//在哪些地方可见
UPROPERTY(VisibleAnywhere)int32 Int32_VisibleAnywhere;
UPROPERTY(VisibleDefaultsOnly)int32 Int32_VisibleDefaultsOnly;
UPROPERTY(VisibleInstanceOnly)int32 Int32_VisibleInstanceOnly;//在哪些地方可编辑
UPROPERTY(EditDefaultsOnly)FVector V3_EditDefaultsOnly;
UPROPERTY(EditAnywhere)FVector V3_EditAnywhere;
UPROPERTY(EditInstanceOnly)FVector V3_EditInstanceOnly;//在蓝图中可get和getset
UPROPERTY(EditAnywhere,BlueprintReadOnly)int32 int32_EditAnywhere_BlueprintReadOnly;
UPROPERTY(EditAnywhere,BlueprintReadWrite)int32 int32_EditAnywhere_BlueprintReadWrite;//目录
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyIntValue")int32 valueB1;//子目录
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyIntValue|MySubIntValue")int32 ValueB2;//起别名
UPROPERTY(EditAnywhere,BlueprintReadWrite,meta=(DisplayName="displayName"))int32 ValueB3;//条件控制编辑,上者影响下者是否能修改
UPROPERTY(EditAnywhere,BlueprintReadWrite,meta=(DisplayName="Controller"))bool isController;
UPROPERTY(EditAnywhere,BlueprintReadOnly,meta=(EditCondition="isController"))float ValueB4;//变量提示
UPROPERTY(EditAnywhere,BlueprintReadOnly,meta=(ToolTip="isControllerTrue"))
bool isTrue;
函数
//暴露在蓝图,可调用
UFUNCTION(BlueprintCallable,category="MyFunction")
void PrintF1();
//纯虚函数,仅返回值
UFUNCTION(BlueprintCallable,BlueprintPure,category="MyFunction")
bool PrintF2();//不能定义(CPP不实现),只能重载
//无返回值的是事件、有返回值的是函数
UFUNCTION(BlueprintImplementableEvent)
void Test1();
UFUNCTION(BlueprintImplementableEvent)
int Test2();
UFUNCTION(BlueprintImplementableEvent)
void Test3(const FString &MyString);
UFUNCTION(BlueprintImplementableEvent)
int Test4(const FString& MyString);//在C++中声明蓝图重载或不重载
//有连线-用连线的方法(重载),否则用CPP写好的方法(不重载)
UFUNCTION(BlueprintNativeEvent)void TestA();
UFUNCTION(BlueprintNativeEvent)int TestB();
UFUNCTION(BlueprintNativeEvent)void TestC(const FString& MyString);
UFUNCTION(BlueprintNativeEvent)
int TestD(const FString& MyString);//起别名
UFUNCTION(BlueprintCallable,Category="MyFunction",meta=(Display="MyPrintTest"))void Printtest();
重载不重载那个要加_implementation
void AMyPawn::TestA_Implementation()
{
}void AMyPawn::TestB_Implementation()
{
}void AMyPawn::TestC_Implementation(const FString& MyString)
{UE_LOG(LogTemp, Display, TEXT("%s"), *MyString);
}void AMyPawn::TestD_Implementation(const FString& MyString)
{
}
枚举
位置同UCLASS
法1
UENUM(BlueprintType)
namespace MyEnumType
{enum MyCustomEnum {type1,type2,type3};
}
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyEnum")TEnumAsByte<MyEnumType::MyCustomEnum> MyCustomEnumInst;
法2
UENUM(BlueprintType)
enum class MyCustomEnum2 :uint8
{a UMETA(DisplayName="type1"),b UMETA(DisplayName="type2"),c UMETA(DisplayName="type3")
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyCustomStruct")MyCustomEnum2 myCustomStruct;
结构体
//命名必须以F开头
USTRUCT(BlueprintType)//作为蓝图类型,可被蓝图调用
struct FMyStruct
{GENERATED_USTRUCT_BODY()UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyTestStruct")int32 Health;UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyTestStruct")FString MyName;
};
//结构体UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyCustomStruct")FMyStruct myCustomStruct;
其他
蓝图生成时暴露
//蓝图生成时暴露UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyExposeOnSpawn",meta=(ExposeOnSpawn="ExposeOnSpawnValue"))float Health;