04 - Adding Variables & Func
继续完善PickUP类
直接上图
其中需要注意的是IsActive函数设置的蓝图属性是BlueprintPure 表明该函数只是读取数据 不做修改类似C#中的get域
最终。h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "GameFramework/Actor.h"
#include "PickUp.generated.h"
UCLASS()
class BATTERYCOLLECTOR_API APickUp : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
APickUp();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UFUNCTION(BlueprintPure, Category = "Pickup")
bool IsActive();
UFUNCTION(BlueprintCallable, Category = "Pickup")
void SetActive(bool NewPickupState);
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
FORCEINLINE class UStaticMeshComponent* GetMesh()const { return PickupMesh; }
protected:
bool bIsActive;
private:
UPROPERTY(VisibleAnyWhere, BlueprintReadOnly, Category = "Pickup", meta=(AllowPrivateAccess = "true"))
UStaticMeshComponent* PickupMesh;
};
最终。cpp
// Fill out your copyright notice in the Description page of Project Settings.#include "BatteryCollector.h"#include "PickUp.h"// Sets default valuesAPickUp::APickUp(){ // 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;PickupMesh = CreateDefaultSubobject(TEXT("PickupMesh"));
RootComponent = PickupMesh;
bIsActive = true;
}
// Called when the game starts or when spawned
void APickUp::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void APickUp::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
bool APickUp::IsActive()
{
return bIsActive;
}
void APickUp::SetActive(bool NewPickupState)
{
this->bIsActive = NewPickupState;
}
进入UE4 找到PickUP 右键 创建子类蓝图