# UE5 C++ UGameInstance 功能及作用
网上有很多文章介绍,例如在游戏中只有一个实例,换关卡不会丢失等。暂时省略。
# UE5 C++ UGameInstance 应用
## 应用一,UE5 C++ UGameInstance 里监听player创建事件
UWebSocketGameInstance.h里的定义
UCLASS()
class MYUE521_API UUWebSocketGameInstance : public UGameInstance
{
GENERATED_BODY()
public:
virtual void Init() override;
virtual void Shutdown() override;
void OnPlayerCreated(ULocalPlayer* player);
}
说明:
- Init()方法是在UGameInstance.h里定义的。源码里的注解是允许在这里自定义一些实现
- Shutdown()方法是在UGameInstance.h里定义的。源码里的注解是允许在这里自定义一些清理工作
- void OnPlayerCreated(ULocalPlayer* player) 方法是我自己定义的方法,用来监听创建player以后执行的方法
下面来看一下实现UWebSocketGameInstance.cpp里
void UUWebSocketGameInstance::Init() {
Super::Init();
OnLocalPlayerAddedEvent.AddUObject(this,&UUWebSocketGameInstance::OnPlayerCreated);
}
void UUWebSocketGameInstance::Shutdown() {
//先写自定义的清理工作
Super::Shutdown();
}
void UUWebSocketGameInstance::OnPlayerCreated(ULocalPlayer* player) {
UE_LOG(LogTemp, Warning, TEXT("%s plaer is created"), *FString(__FUNCTION__));
}
说明:文章来源:https://www.toymoban.com/news/detail-693482.html
- UE5里的事件绑定,这里绑定到自定义的OnPlayerCreated 方法里
- 触发事件OnLocalPlayerAddedEvent的位置在GameInstance.cpp里有AddLocalPlayer(ULocalPlayer* NewLocalPlayer, FPlatformUserId UserId)方法里有OnLocalPlayerAddedEvent.Broadcast(NewLocalPlayer); 通过广播通知
## 应用二,UE5 C++ UGameInstance 里player转成目标Characher的方法
ACharacter* character = UGameplayStatics::GetPlayerCharacter(this->GetWorld(), 0);
Amyue521Character* character2 = Cast<Amyue521Character>(character);
if (character2 == nullptr) {
UE_LOG(LogTemp, Warning, TEXT("%s 1强制类型转换成Amyue521Character失败"), *FString(__FUNCTION__));
}
else {
UE_LOG(LogTemp, Warning, TEXT("%s 1强制类型转换成Amyue521Character成功"), *FString(__FUNCTION__));
}
## 应用三,UE5 C++ UGameInstance 里一些方法罗列
/** Returns number of fully registered local players */
int32 GetNumLocalPlayers() const;
/** Returns the local player at a certain index, or null if not found */
ULocalPlayer* GetLocalPlayerByIndex(const int32 Index) const;
/** Returns the first local player, will not be null during normal gameplay */
ULocalPlayer* GetFirstGamePlayer() const;
/** Returns the player controller assigned to the first local player. If World is specified it will search within that specific world */
APlayerController* GetFirstLocalPlayerController(const UWorld* World = nullptr) const;
/** Returns the local player assigned to a physical Controller Id, or null if not found */
ULocalPlayer* FindLocalPlayerFromControllerId(const int32 ControllerId) const;
/** Returns the local player assigned to this platform user id, or null if not found */
ULocalPlayer* FindLocalPlayerFromPlatformUserId(const FPlatformUserId UserId) const;
/** Returns the local player that has been assigned the specific unique net id */
ULocalPlayer* FindLocalPlayerFromUniqueNetId(FUniqueNetIdPtr UniqueNetId) const;
ULocalPlayer* FindLocalPlayerFromUniqueNetId(const FUniqueNetId& UniqueNetId) const;
ULocalPlayer* FindLocalPlayerFromUniqueNetId(const FUniqueNetIdRepl& UniqueNetId) const;
/** Returns const iterator for searching list of local players */
TArray<ULocalPlayer*>::TConstIterator GetLocalPlayerIterator() const;
/** Returns reference to entire local player list */
const TArray<ULocalPlayer*> & GetLocalPlayers() const;
# UE5 C++ UGameInstance 其他
待补充文章来源地址https://www.toymoban.com/news/detail-693482.html
到了这里,关于UE5 C++ UGameInstance 功能、作用及应用的文章就介绍完了。如果您还想了解更多内容,请在右上角搜索TOY模板网以前的文章或继续浏览下面的相关文章,希望大家以后多多支持TOY模板网!