1.创建所需项的类
2.创建游戏模式类,在该类上实现所需项,引入头文件和构造函数时实例化
FName用FName
FString用ToString()
FText用FText::FromString、FromName
//转化
FString MyString = TEXT("I am String");
FName MyName = FName("I am Name");
FString x = TEXT("I am a FString");
FText MyText = FText::FromString(x);
//FString-》FName
FName fName = FName(*MyString);//将string解引用为字符数组?
//FText->FName
fName = FName(*(MyText.ToString()));
//FName->FString
FString fString = fName.ToString();
//FText->Fstring
fString = MyText.ToString();
//FString-》FText
FText fText = FText::FromString(MyString);
//FName->FText
fText = FText::FromName(MyName);
TArrayarr;
//增
arr.Add(10);
arr.Add(25);
arr.Add(40);
arr.Add(60);
arr.AddUnique(35);
arr.AddUnique(40);
printArr();
//删
arr.Remove(10);//移除10元素
arr.RemoveSingle(40);//移除第一个40
arr.RemoveAt(1);//移除第一个
arr.Empty();//移除所有元素
arr.Reset();//全部为0
printArr();
//改
arr.Insert(80, 0);//在index处插入,原元素后移
int& b = arr[0];
b = 24;
printArr();
//查
arr.Contains(10);//是否包含
arr.Find(24);//是否包含,是返回index,不是返回-1
arr.FindLast(24);
void ASGameMode::printArr() {
for (auto It= arr.CreateConstIterator();It;It++)
{
UE_LOG(LogTemp,Warning,TEXT("%d"),*It);
GEngine->AddOnScreenDebugMessage(-1, 5.F, FColor::Blue, FString::Printf (TEXT("%d"),*It));
}
}
TMapmap;
map.Emplace(0, 1);
map.Emplace(1, 3);
map.Emplace(2, 5);
//删
map.Remove(1);//按Key删除
map.Empty();
//查找
map.Contains(2);//按key查找
int* isFind= map.Find(5);//找5,返回指针
const int*isFindKey= map.FindKey(2);//值找键
//获取查找
TArrayarrkey;
TArrayarrayVal;
map.GenerateKeyArray(arrkey);
map.GenerateValueArray(arrayVal);
void ASGameMode::printmap()
{
for (auto& TestMap:map) {
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, FString::Printf(TEXT("key:%d,Value:%d"), TestMap.Key,TestMap.Value));
UE_LOG(LogTemp,Display,TEXT("key:%d,Value:%d"), TestMap.Key, TestMap.Value);
}
}
TSetFruitSet;
//增
FruitSet.Add(TEXT("Apple"));
FruitSet.Add(TEXT("Orange"));
FruitSet.Add(TEXT("Banana"));
FruitSet.Emplace("Purple");//比add好,在插入集合时,避免创建临时文件
PrintFruit();
TSet TestSet2;
TestSet2.Emplace(TEXT("aaa"));
TestSet2.Emplace(TEXT("bbb"));
TestSet2.Emplace(TEXT("ccc"));
FruitSet.Append(TestSet2);
PrintFruit();
FruitSet.Remove(TEXT("aaa"));
FruitSet.Reset();
FruitSet.Empty();
PrintFruit();
int32 len=FruitSet.Num();
bool isFind=FruitSet.Contains(TEXT("bbb"));
FString* isFind2=FruitSet.Find(TEXT("ccc"));
TArray FruitArr = FruitSet.Array();
TSetTS2 = { TEXT("a"),TEXT("aa") ,TEXT("aaa") ,TEXT("aaaa") };
//长度排序
TS2.Sort([](FString A, FString B)
{return A.Len() > B.Len(); });
void ASGameMode::PrintFruit()
{
for (auto& TestSet : FruitSet) {
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, FString::Printf(TEXT("%s"),* TestSet));
UE_LOG(LogTemp, Display, TEXT("%s"), *TestSet);
}
}
TSetMySet;
MySet.Add(TEXT("abc"));
FSetElementId index = MySet.Add(TEXT("bbc"));
MySet[index] = TEXT("abd");
//预留内存
TSet NewSet2;
NewSet2.Reserve(10);
for (int32 i=0;i<10;i++)
{
NewSet2.Add(FString::Printf(TEXT("No:%d"), i));
}
for (int32 i=0;i<10;i+=2)
{
NewSet2.Remove(FSetElementId::FromInteger(i));
}
NewSet2.Shrink();//删除末端空白元素
NewSet2.Compact();//删除空白元素
int32 myInt = 10;
float myFloat = 5.f;
bool myBool = true;
char myChar = 'c';
FString myString = TEXT("xxx");
FVector myVector = FVector(1,1,1);
UE_LOG(LogTemp,Display,TEXT("%d,%f,%d,%c,%s,%s"), myInt, myFloat, myBool, myChar, *myString, *myVector.ToString());
//在哪些地方可见
UPROPERTY(VisibleAnywhere)
int32 Int32_VisibleAnywhere;
UPROPERTY(VisibleDefaultsOnly)
int32 Int32_VisibleDefaultsOnly;
UPROPERTY(VisibleInstanceOnly)
int32 Int32_VisibleInstanceOnly;
//在哪些地方可编辑
UPROPERTY(EditDefaultsOnly)
FVector V3_EditDefaultsOnly;
UPROPERTY(EditAnywhere)
FVector V3_EditAnywhere;
UPROPERTY(EditInstanceOnly)
FVector V3_EditInstanceOnly;
//在蓝图中可get和getset
UPROPERTY(EditAnywhere,BlueprintReadOnly)
int32 int32_EditAnywhere_BlueprintReadOnly;
UPROPERTY(EditAnywhere,BlueprintReadWrite)
int32 int32_EditAnywhere_BlueprintReadWrite;
//目录
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyIntValue")
int32 valueB1;
//子目录
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyIntValue|MySubIntValue")
int32 ValueB2;
//起别名
UPROPERTY(EditAnywhere,BlueprintReadWrite,meta=(DisplayName="displayName"))
int32 ValueB3;
//条件控制编辑,上者影响下者是否能修改
UPROPERTY(EditAnywhere,BlueprintReadWrite,meta=(DisplayName="Controller"))
bool isController;
UPROPERTY(EditAnywhere,BlueprintReadOnly,meta=(EditCondition="isController"))
float ValueB4;
//变量提示
UPROPERTY(EditAnywhere,BlueprintReadOnly,meta=(ToolTip="isControllerTrue"))
bool isTrue;
//暴露在蓝图,可调用
UFUNCTION(BlueprintCallable,category="MyFunction")
void PrintF1();
//纯虚函数,仅返回值
UFUNCTION(BlueprintCallable,BlueprintPure,category="MyFunction")
bool PrintF2();
//不能定义(CPP不实现),只能重载
//无返回值的是事件、有返回值的是函数
UFUNCTION(BlueprintImplementableEvent)
void Test1();
UFUNCTION(BlueprintImplementableEvent)
int Test2();
UFUNCTION(BlueprintImplementableEvent)
void Test3(const FString &MyString);
UFUNCTION(BlueprintImplementableEvent)
int Test4(const FString& MyString);
//在C++中声明蓝图重载或不重载
//有连线-用连线的方法(重载),否则用CPP写好的方法(不重载)
UFUNCTION(BlueprintNativeEvent)
void TestA();
UFUNCTION(BlueprintNativeEvent)
int TestB();
UFUNCTION(BlueprintNativeEvent)
void TestC(const FString& MyString);
UFUNCTION(BlueprintNativeEvent)
int TestD(const FString& MyString);
//起别名
UFUNCTION(BlueprintCallable,Category="MyFunction",meta=(Display="MyPrintTest"))
void Printtest();
重载不重载那个要加_implementation
void AMyPawn::TestA_Implementation()
{
}
void AMyPawn::TestB_Implementation()
{
}
void AMyPawn::TestC_Implementation(const FString& MyString)
{
UE_LOG(LogTemp, Display, TEXT("%s"), *MyString);
}
void AMyPawn::TestD_Implementation(const FString& MyString)
{
}
位置同UCLASS
UENUM(BlueprintType)
namespace MyEnumType
{
enum MyCustomEnum
{
type1,
type2,
type3
};
}
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyEnum")
TEnumAsByte MyCustomEnumInst;
UENUM(BlueprintType)
enum class MyCustomEnum2 :uint8
{
a UMETA(DisplayName="type1"),
b UMETA(DisplayName="type2"),
c UMETA(DisplayName="type3")
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyCustomStruct")
MyCustomEnum2 myCustomStruct;
//命名必须以F开头
USTRUCT(BlueprintType)//作为蓝图类型,可被蓝图调用
struct FMyStruct
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyTestStruct")
int32 Health;
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyTestStruct")
FString MyName;
};
//结构体
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyCustomStruct")
FMyStruct myCustomStruct;
//蓝图生成时暴露
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyExposeOnSpawn",meta=(ExposeOnSpawn="ExposeOnSpawnValue"))
float Health;