# UGameInstance里直接调用
获取到引用了,就可以自然的调用。忽略
# UGameInstance里间接调用,通过代理调用
- 前置已经添加了websocket,具体步骤参考,链接
- 在UWebSocketGameInstance.h里新增代理,并在链接成功后进行绑定。
#pragma once#include "myue521Character.h" #include "CoreMinimal.h" #include "Engine/GameInstance.h" #include "WebSockets/Public/IWebSocket.h" #include "UWebSocketGameInstance.generated.h"DECLARE_DELEGATE_OneParam(JSONMessageTrigger, FString) /*** */ UCLASS() class MYUE521_API UUWebSocketGameInstance : public UGameInstance {GENERATED_BODY() public:JSONMessageTrigger JSONMessageTrigger;public:virtual void Init() override;virtual void Shutdown() override;TSharedPtr<IWebSocket> WebSocket;void OnConnected();void OnConnectionError(const FString& Error);void OnClosed(int32 StatusCode, const FString& Reason, bool bWasClean);void OnMessage(const FString& Message); // 接收消息时void OnMessageSent(const FString& MessageString); // 发送消息时 private:Amyue521Character* myCharacher; public: Amyue521Character* getMyCharacher();};
说明,
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声明一个代理。DECLARE_DELEGATE_OneParam(JSONMessageTrigger, FString)
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声明触发器。public:
JSONMessageTrigger JSONMessageTrigger; -
下面到实现类里进行绑定,我这里是在UWebSocketGameInstance.cpp里,socket链接成功后进行绑定。
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- 绑定,并调用。这里尝试着获取到目标characher.
Amyue521Character* UUWebSocketGameInstance::getMyCharacher() {if (this->myCharacher != nullptr) {return this->myCharacher;} //获取player,并转化为Amyue521CharacterACharacter* character = UGameplayStatics::GetPlayerCharacter(this->GetWorld(), 0);this->myCharacher = Cast<Amyue521Character>(character);if (this->myCharacher != nullptr) { //转化成功后则进行绑定JSONMessageTrigger.BindUObject(this->myCharacher, &Amyue521Character::CallBackFunMul);//模拟触发,这个触发实际应该放到收到message方法里执行FString TestHUDString = FString(TEXT("my json msg"));JSONMessageTrigger.ExecuteIfBound(TestHUDString);}return this->myCharacher;}void UUWebSocketGameInstance::OnConnected() {UE_LOG(LogTemp, Warning, TEXT("%s"), *FString(__FUNCTION__));GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Green, "Successfully Connected");this->getMyCharacher();}
说明:
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这里进行了代码简化,链接成功后将获取的player转化为目标Characher
ACharacter* character = UGameplayStatics::GetPlayerCharacter(this->GetWorld(), 0); this->myCharacher = Cast<Amyue521Character>(character);
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绑定
if (this->myCharacher != nullptr) {JSONMessageTrigger.BindUObject(this->myCharacher, &Amyue521Character::CallBackFunMul);}
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触发,这个触发实际应该放到收到OnMessage方法里执行
if (this->myCharacher != nullptr) { FString TestHUDString = FString(TEXT("my json msg"));JSONMessageTrigger.ExecuteIfBound(TestHUDString); }
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