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
gameatp6 小时前
UE RPG游戏开发练手 第二十六课 普通攻击1
游戏引擎·虚幻
曼巴UE51 天前
UE5.3 C++ 房屋管理系统(二)
ue5
ue星空1 天前
UE5用TextureGraph制作瓷砖贴图材质
ue5·材质
藤蔓疯长1 天前
UE5骨骼插槽蓝图
ue5
飞起的猪1 天前
【虚幻引擎】UE5独立游戏开发全流程(商业级架构)
ue5·游戏引擎·游戏开发·虚幻·独立开发·游戏设计·引擎架构
Tech Synapse2 天前
数字孪生工厂实战指南:基于Unreal Engine/Omniverse的虚实同步系统开发
游戏引擎·linq·虚幻
朗迹 - 张伟2 天前
UE5 PCG学习笔记
笔记·学习·ue5
开发游戏的老王2 天前
[虚幻官方教程学习笔记]深入理解实时渲染(An In-Depth Look at Real-Time Rendering)
笔记·学习·虚幻
笑鸿的学习笔记2 天前
虚幻引擎5-Unreal Engine笔记之摄像机与场景捕获相关概念的解析
笔记·ue5·虚幻
☆平常心☆3 天前
UE5通过C++实现TcpSocket连接
c++·ue5