建立C++項目,命名為HowTo_VTE
建立一個新的C++類,父類選擇Actor,命名為Countdown
在Countdown.h中輸入定義:
int32 CountdownTime;
UTextRenderComponent* CountdownText;
void UpdateTimerDisplay();
在Countdown.cpp中輸入:
CountdownText = CreateDefaultSubobject<UTextRenderComponent>(TEXT("CountdownNumber"));
CountdownText->SetHorizontalAlignment(EHTA_Center);
CountdownText->SetWorldSize(f);
RootComponent = CountdownText;
CountdownTime = ;
開啟定時器
在最下面定義一個新函數,顯示倒數:
void ACountdown::UpdateTimerDisplay()
{
CountdownText->SetText(FString::FromInt(FMath::Max(CountdownTime, )));
}
在Countdown.h裡添加定義:
void AdvanceTimer();
void CountdownHasFinished();
FTimerHandle CountdownTimerHandle;
回到Countdown.cpp,添加:
void ACountdown::AdvanceTimer()
{
--CountdownTime;
UpdateTimerDisplay();
if (CountdownTime < )
{
//停止計時
GetWorldTimerManager().ClearTimer(CountdownTimerHandle);
CountdownHasFinished();
}
}
void ACountdown::CountdownHasFinished()
{
//顯示“GO”
CountdownText->SetText(TEXT("GO"));
}
接下來就是編譯,,,将Countdown拖入視口中
按下Alt+P,你會看到原本Text處會出現倒數,出現GO後停止。
Countdown.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "GameFramework/Actor.h"
#include "Countdown.generated.h"
UCLASS()
class HOWTO_VTE_API ACountdown : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ACountdown();
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called every frame
virtual void Tick( float DeltaSeconds ) override;
int32 CountdownTime;
UTextRenderComponent* CountdownText;
void UpdateTimerDisplay();
void AdvanceTimer();
void CountdownHasFinished();
FTimerHandle CountdownTimerHandle;
};
Countdown.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "HowTo_VTE.h"
#include "Countdown.h"
// Sets default values
ACountdown::ACountdown()
{
// 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;
PrimaryActorTick.bCanEverTick = false;
CountdownText = CreateDefaultSubobject<UTextRenderComponent>(TEXT("CountdownNumber"));
CountdownText->SetHorizontalAlignment(EHTA_Center);
CountdownText->SetWorldSize(f);
RootComponent = CountdownText;
CountdownTime = ;
}
// Called when the game starts or when spawned
void ACountdown::BeginPlay()
{
Super::BeginPlay();
UpdateTimerDisplay();
GetWorldTimerManager().SetTimer(CountdownTimerHandle, this, &ACountdown::AdvanceTimer, f, true);
}
// Called every frame
void ACountdown::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
}
void ACountdown::UpdateTimerDisplay()
{
CountdownText->SetText(FString::FromInt(FMath::Max(CountdownTime, )));
}
void ACountdown::AdvanceTimer()
{
--CountdownTime;
UpdateTimerDisplay();
if (CountdownTime < )
{
//停止計時
GetWorldTimerManager().ClearTimer(CountdownTimerHandle);
CountdownHasFinished();
}
}
void ACountdown::CountdownHasFinished()
{
//顯示“GO”
CountdownText->SetText(TEXT("GO"));
}