UE5 C++ TPS开发 学习记录(七)

这节课是P16,主要是创建了生命周期的五个回调和委托还有句柄

MultiPlayerSessionSubsystem.h

// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Subsystems/GameInstanceSubsystem.h" #include "Interfaces/OnlineSessionInterface.h" #include "MultiPlayerSessionSubsystem.generated.h" /** * */ UCLASS() class UMultiPlayerSessionSubsystem : public UGameInstanceSubsystem { GENERATED_BODY() public: UMultiPlayerSessionSubsystem(); /* * 这里是一个句柄,让菜单类可以访问Subsystem */ void CreateSession(int32 NumPublicConnections,FString MatchType); void FindSession(int32 MaxSearchResults); void JoinSession(const FOnlineSessionSearchResult& SessionResults); void DestroySession(); void StartSession(); protected: /* * 这里是委托 */ void CreateSessionComplete(FName SessionName, bool bWasSuccessful); void FindSessionsComplete(bool bWasSuccessful); void JoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result); void DestroySessionComplete(FName SessionName, bool bWasSuccessful); void StartSessionComplete(FName SessionName, bool bWasSuccessful); private: IOnlineSessionPtr OnlineSessionInterface; /* * 添加OnlineSession委托到列表内 * 我们的游玩系统内部回调绑定到这里 * */ FOnCreateSessionCompleteDelegate CreateSessionCompleteDelegate; FDelegateHandle CreateSessionCompleteDelegate_Handle; FOnFindSessionsCompleteDelegate FindSessionsCompleteDelegate; FDelegateHandle FindSessionsCompleteDelegate_Handle; FOnJoinSessionCompleteDelegate JoinSessionCompleteDelegate; FDelegateHandle JoinSessionCompleteDelegate_Handle; FOnDestroySessionCompleteDelegate DestroySessionCompleteDelegate; FDelegateHandle DestroySessionCompleteDelegate_Handle; FOnStartSessionCompleteDelegate StartSessionCompleteDelegate; FDelegateHandle StartSessionCompleteDelegate_Handle; };

MultiPlayerSessionSubsystem.cpp

// Fill out your copyright notice in the Description page of Project Settings. #include "MultiPlayerSessionSubsystem.h" #include "OnlineSubsystem.h" UMultiPlayerSessionSubsystem::UMultiPlayerSessionSubsystem(): CreateSessionCompleteDelegate(FOnCreateSessionCompleteDelegate::CreateUObject(this,&ThisClass::CreateSessionComplete)), FindSessionsCompleteDelegate(FOnFindSessionsCompleteDelegate::CreateUObject(this,&ThisClass::FindSessionsComplete)), JoinSessionCompleteDelegate(FOnJoinSessionCompleteDelegate::CreateUObject(this,&ThisClass::JoinSessionComplete)), DestroySessionCompleteDelegate(FOnDestroySessionCompleteDelegate::CreateUObject(this,&ThisClass::DestroySessionComplete)), StartSessionCompleteDelegate(FOnStartSessionCompleteDelegate::CreateUObject(this,&ThisClass::StartSessionComplete)) { IOnlineSubsystem* OnlineSubsystem = IOnlineSubsystem::Get(); if(OnlineSubsystem) { OnlineSessionInterface = OnlineSubsystem->GetSessionInterface(); } } void UMultiPlayerSessionSubsystem::CreateSession(int32 NumPublicConnections, FString MatchType) { } void UMultiPlayerSessionSubsystem::FindSession(int32 MaxSearchResults) { } void UMultiPlayerSessionSubsystem::JoinSession(const FOnlineSessionSearchResult& SessionResults) { } void UMultiPlayerSessionSubsystem::DestroySession() { } void UMultiPlayerSessionSubsystem::StartSession() { } void UMultiPlayerSessionSubsystem::CreateSessionComplete(FName SessionName, bool bWasSuccessful) { } void UMultiPlayerSessionSubsystem::FindSessionsComplete(bool bWasSuccessful) { } void UMultiPlayerSessionSubsystem::JoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result) { } void UMultiPlayerSessionSubsystem::DestroySessionComplete(FName SessionName, bool bWasSuccessful) { } void UMultiPlayerSessionSubsystem::StartSessionComplete(FName SessionName, bool bWasSuccessful) { }

相关推荐
choumin8 小时前
创建型模式——工厂方法模式
c++·设计模式·工厂方法模式·创建型模式
云小逸9 小时前
【SVN 详细使用指南:从入门到团队协作】
c++·svn
一只小菜鸡..9 小时前
南京大学 操作系统 (JYY) 学习笔记:进程、系统调用与状态机管理
笔记·学习
天国梦12 小时前
2026英语教学系统选型实战:AI如何让备课效率提升42%?天学网技术落地全解析
人工智能·学习
维克兜率天13 小时前
【维克】大数定律与中心极限定理:为什么长期均值终将回归?
经验分享·学习·金融·概率论
中微极客13 小时前
降维算法75倍加速:从PCA到稀疏字典学习的工程实践
人工智能·学习·算法
ziguo112214 小时前
深入浅出 C/C++ 数据类型:从入门到踩坑
linux·c语言·c++·windows·visual studio
白色冰激凌14 小时前
[SECS/GEM研究] (三)SECS-I 串口上消息怎么分块和重传
c++·secs/gem
光头闪亮亮14 小时前
Fyne ( go跨平台GUI )项目实战-项目开发必备基础知识(中)
android·c++·go
光头闪亮亮14 小时前
Fyne ( go跨平台GUI )项目实战-项目开发必备基础知识(下)
android·c++·go