官方项目《内容示例》中Common UI部分笔记: 1.1 Activatable Widgets

本文主要面向UMG以及Common UI的初学者

文章目录

效果展示

概要

这个例子非常简单,定义了1+3个Common Activatable Widget

CommonUI_ActivatableWidgets 相当于一个容器包含了其它3个Common Activatable Widget ,CommonUI_ActivatableWidgets 里没有什么逻辑,窗口弹出/切换的逻辑在CommonUI_BaseLayer 里,CommonUI_BaseLayer 通过变量引用了另外两个Common Activatable Widget

Activate和Deactivate

Activate Widget都干了些什么?

cpp 复制代码
void UCommonActivatableWidget::ActivateWidget()
{
	if (!bIsActive)
	{
		InternalProcessActivation();
	}
}

void UCommonActivatableWidget::InternalProcessActivation()
{
	UE_LOG(LogCommonUI, Verbose, TEXT("[%s] -> Activated"), *GetName());

	bIsActive = true;
	NativeOnActivated();
}

void UCommonActivatableWidget::NativeOnActivated()
{
	if (ensureMsgf(bIsActive, TEXT("[%s] has called NativeOnActivated, but isn't actually activated! Never call this directly - call ActivateWidget()")))
	{
		if (bSetVisibilityOnActivated)
		{
			SetVisibility(ActivatedVisibility);
			UE_LOG(LogCommonUI, Verbose, TEXT("[%s] set visibility to [%s] on activation"), *GetName(), *StaticEnum<ESlateVisibility>()->GetDisplayValueAsText(ActivatedVisibility).ToString());
		}

		if (CommonUI::IsEnhancedInputSupportEnabled() && InputMapping)
		{
			if (const ULocalPlayer* LocalPlayer = GetOwningLocalPlayer())
			{
				if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>())
				{
					InputSystem->AddMappingContext(InputMapping, InputMappingPriority);
				}
			}
		}

		BP_OnActivated();
		OnActivated().Broadcast();
		BP_OnWidgetActivated.Broadcast();
	}
}
cpp 复制代码
	UPROPERTY(EditAnywhere, Category = Activation, meta = (InlineEditConditionToggle = "ActivatedVisibility"))
	bool bSetVisibilityOnActivated = false;

在每个Common Activatable Widget 可以通过Activated Visibility以及Dezctivated Visibility来定义该Common Activatable Widget 被激活/取消激活时的可见性行为

可见性绑定

cpp 复制代码
	/**
	 * Visibilities to use for when bound widgets in BindVisibilityToActivation are activated.
	 *
	 * @param	OnActivatedVisibility	- Visibility for when bound widgets are active
	 * @param	OnDeactivatedVisibility - Visibility for when bound widgets are not active, not used if this widget has activation / deactivation visibilities
	 * @param	bInAllActive			- True if we should switch to activated visibility only when all bound widgets are active
	 */

void UCommonActivatableWidget::SetBindVisibilities(ESlateVisibility OnActivatedVisibility, ESlateVisibility OnDeactivatedVisibility, bool bInAllActive)
{
	ActivatedBindVisibility = OnActivatedVisibility;
	DeactivatedBindVisibility = OnDeactivatedVisibility;
	bAllActive = bInAllActive;
}

	/**
	 * Bind our visibility to the activation of another widget, useful for making mouse collisions behave similiar to console navigation w.r.t activation
	 * Will immediately update visibility based on the bound widget activation & visibilites set by SetBindVisibilities.
	 *
	 * @param	ActivatableWidget		- The widget whose activation / deactivation will modify our visibility 
	 */

void UCommonActivatableWidget::BindVisibilityToActivation(UCommonActivatableWidget* ActivatableWidget)
{
	if (ActivatableWidget && !VisibilityBoundWidgets.Contains(ActivatableWidget))
	{
		VisibilityBoundWidgets.Add(ActivatableWidget);
		ActivatableWidget->OnActivated().AddUObject(this, &UCommonActivatableWidget::HandleVisibilityBoundWidgetActivations);
		ActivatableWidget->OnDeactivated().AddUObject(this, &UCommonActivatableWidget::HandleVisibilityBoundWidgetActivations);

		HandleVisibilityBoundWidgetActivations();
	}
}

UI动画

动画播放及用动画触发UI切换

设置Common Activatable Widget的默认焦点

覆盖BP_FetDesiredFocusTarget

相关推荐
平行云2 小时前
实时云渲染预启动技术解析:UE数字孪生应用的延迟优化机制(二)
linux·unity·ue5·webgl·实时云渲染·云桌面·像素流
RuiZN11 小时前
UE5 UObject类详解
c++·ue5
平行云13 小时前
实时云渲染预启动技术解析:UE数字孪生应用的延迟优化机制(一)
linux·ue5·webgl·数字孪生·云渲染·实时云渲染·像素流
RuiZN16 小时前
UE5 UObject和反射
c++·ue5
远离UE42 天前
UE5 如何在延时渲染在材质编辑器提前使用到多灯光的数据
ue5·编辑器·材质
SCLchuck2 天前
虚幻5 Unrealsharp EditorTick + Nanite雪地踩坑记录
ue5
吴梓穆3 天前
UE5 .uproject右键菜单没有Generate Visual Studio Project Files
ide·ue5·visual studio
电子云与长程纠缠5 天前
UE5制作六边形包裹球体效果
开发语言·python·ue5
平行云6 天前
实时云渲染平台数据通道,支持3D应用文件上传下载分享无缝交互
linux·unity·云原生·ue5·gpu算力·实时云渲染·像素流送
吴梓穆9 天前
UE5 材质参数集
ue5·材质