定时执行(定时器)的 Actor
接上一节教程,我们将创建一个名为 TimerActor 的新 actor 。
在头文件中,我们将添加一个函数,每 2 秒重复执行一次;一个 FTimerHandle 类,以在世界时间内管理该函数。
TimerActor.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "TimerActor.generated.h"
UCLASS()
class UNREALCPP_API ATimerActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ATimerActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
void RepeatingFunction();
FTimerHandle MemberTimerHandle;
};
在 .cpp 文件中,必须包含 TimerManager.h 文件。如果我们想使用引擎 World Time Manager , TimerManager.h 是必须的。您可以通过在角色头文件下面添加 `
include "TimerManager.h"` 来添加TimerManager.h。
在 BeginPlay() 设置我们的世界计时器,在 5 秒后 每 2 秒播放我们的 RepeatingFunction() 。所以当你按下播放键,等待 5 秒,函数就会每 2 秒播放一次。
重复函数是打印到屏幕上的非常简单的函数。
TimerActor.cpp
#include "TimerActor.h"
#include "TimerManager.h"
// Sets default values
ATimerActor::ATimerActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ATimerActor::BeginPlay()
{
Super::BeginPlay();
// connect timer function to actor. After 5 seconds run RepeatingFunction every 2 seconds
GetWorldTimerManager().SetTimer(MemberTimerHandle, this, &ATimerActor::RepeatingFunction, 2.0f, true, 5.0f);
}
// Called every frame
void ATimerActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ATimerActor::RepeatingFunction()
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Hello Timer"));
}
效果图如下
