一.这里参照 官方案例
二.
UPrimitiveComponent 是涉及渲染的组件,三角面的渲染几何等等。渲染线程它不能用U开头的东西,它会在这里把数据转换为F开头的结构体,把数据传递给渲染现场。
* PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data.。

cpp
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CountdownActor.generated.h"
UCLASS()
class THIRDLEARN_API ACountdownActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ACountdownActor();
class UTextRenderComponent* CountdownText;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void UpdateTimeDisplay();
void AdvanceTimer();
void CountdownHasFinished();
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
protected:
int32 CountdonwTime = 3;
FTimerHandle CountTimer;
};
UpdateTimeDisplay()更新,在BeginPlay一开始的时候就更新一次,并设置好定时器。
定时器,AdvanceTimer 减少计时,更新显示的位置。并判断是否要消除计时器,再最后清楚的时候,更新文本。
cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "CountdownActor.h"
#include "Components/TextRenderComponent.h"
// Sets default values
ACountdownActor::ACountdownActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false;
CountdownText = CreateDefaultSubobject<UTextRenderComponent>("CountdownTime");
CountdownText->SetHorizontalAlignment(EHTA_Center);
CountdownText->SetWorldSize(150);
RootComponent = CountdownText;
CountdonwTime = 3;
}
// Called when the game starts or when spawned
void ACountdownActor::BeginPlay()
{
Super::BeginPlay();
UpdateTimeDisplay();
GetWorldTimerManager().SetTimer(CountTimer, this, &ACountdownActor::AdvanceTimer, 1.0f, true);
}
// Called every frame
void ACountdownActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ACountdownActor::UpdateTimeDisplay()
{
CountdownText->SetText(FText::FromString(FString::FromInt(FMath::Max(CountdonwTime, 0))));
}
void ACountdownActor::AdvanceTimer()
{
--CountdonwTime;
UpdateTimeDisplay();
if (CountdonwTime < 0)
{
GetWorldTimerManager().ClearTimer(CountTimer);
CountdownHasFinished();
}
}
void ACountdownActor::CountdownHasFinished()
{
CountdownText->SetText(FText::FromString(TEXT("GO")));
}
// Called every frame
void ACountdownActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ACountdownActor::UpdateTimeDisplay()
{
CountdownText->SetText(FText::FromString(FString::FromInt(FMath::Max(CountdonwTime,0))));
}
void ACountdownActor::AdvanceTimer()
{
--CountdonwTime;
}
void ACountdownActor::CountdownHasFinished()
{
CountdownText->SetText(FText::FromString(TEXT("GO")));
}
