需求说明:

在UE项目开发中,当UI界面较多的时候,就需要有一个管理功能出现,负责UI的生成、销毁、禁用等功能。

基于此需求,采用栈先进后出的数据接口,编写了一个简易的UI管理框架。

功能说明:

1.支持UI的自动创建

2.支持UI的按开启顺序关闭

3.支持一件关闭所有UI

4.支持开启当前UI后,禁用上一个UI的操作

5.管理类继承自AActor类,所以支持在面板配置UI信息

接口说明:

1.OpenUI:通过传入自定义的UI名来生成UI,如果hideLastUI为true,则隐藏上一个UI,否则,上一个UI继续显示

void OpenUI(const FString panelName,const bool hideLastUI );

2.CloseUI:关闭当前UI

void CloseUI();

3.CloseAllUI:关闭生成的所有UI

void CloseAllUI();

源码:

UIManager.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "UIManager.generated.h"

UCLASS()
class THIRDPERSONCPP_API AUIManager : public AActor
{
	GENERATED_BODY()
	
public:
	/// <summary>
	/// panelname,panel reference
	/// </summary>
	UPROPERTY(EditAnywhere, Category = "UIManager")
	TMap<FString, TSubclassOf<UUserWidget>> panelInfos;


	/// <summary>
	/// panelname, panel renference path
	/// </summary>
	UPROPERTY(EditAnywhere, Category = "UIManager")
	TMap<FString, FString> panelInfos2;

	TArray<UUserWidget*> panelStack;


public:	
	// Sets default values for this actor's properties
	AUIManager();
	UFUNCTION(BlueprintCallable, Category = "UIManager")
	void OpenUI(const FString panelName,const bool hideLastUI );
	UFUNCTION(BlueprintCallable, Category = "UIManager")
	void CloseUI();
	UFUNCTION(BlueprintCallable, Category = "UIManager")
	void CloseAllUI();



protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

};

UIManager.cpp

// Fill out your copyright notice in the Description page of Project Settings.


#include "UIManager.h"
#include "Blueprint/UserWidget.h"
#include "MyBlueprintFunctionLibrary.h"
// Sets default values
AUIManager::AUIManager()
{
 	// 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;

}

void AUIManager::OpenUI(const FString panelName,const bool hideLastUI = true)
{
	
	if (panelInfos.Contains(panelName) == false) return;
	
	TSubclassOf<UUserWidget> t =panelInfos[panelName];
	if (t == false)
	{
		UE_LOG(LogTemp, Error, TEXT("Can't  find UI refence, please check"));
		return;
	}



	//如果是第一次
	if (panelStack.Num() == 0)
	{
		//GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Red, FString::Printf(TEXT("A : %f"), AA));
		// //UE_LOG(LogTemp, Warning, TEXT("ThreadName::::::::::::%s"), *ThreadName);
		//直接生成,入栈
		//根据对象生成
		UUserWidget* temp = CreateWidget<UUserWidget>(GetWorld(), *panelInfos[panelName]);
		//根据路径生成
		//TSubclassOf<UUserWidget> clss = LoadClass<UUserWidget>(this, *panelInfos2[panelName]);
		//UUserWidget* umg = CreateWidget<UUserWidget>(GetWorld(), clss);
		temp->AddToViewport();
		panelStack.Push(temp);
		return;
	}

	UUserWidget* last = panelStack[panelStack.Num() - 1];
	if (hideLastUI)
	{
		last->SetVisibility(ESlateVisibility::Hidden);
	}
	last->SetIsEnabled(false);

	UUserWidget* temp = CreateWidget<UUserWidget>(GetWorld(), *panelInfos[panelName]);
	temp->AddToViewport();
	panelStack.Push(temp);

}

void AUIManager::CloseUI()
{
	if (panelStack.Num() == 0)return;
	UUserWidget* umg = panelStack.Pop();
	umg->RemoveFromViewport();

	if (panelStack.Num() == 0)return;
	UUserWidget* newUMG = panelStack[panelStack.Num() - 1];
	newUMG->SetVisibility(ESlateVisibility::Visible);
	newUMG->SetIsEnabled(true);

}

void AUIManager::CloseAllUI()
{
	while (panelStack.Num() > 0)
	{
		UUserWidget* umg = panelStack.Pop();
		umg->RemoveFromViewport();
	}
}

// Called when the game starts or when spawned
void AUIManager::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void AUIManager::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

使用教程:

1.新建UIManager c++类(参照上述代码)
2.基于UIManager类新建蓝图对象

    

3.将A_UIManager蓝图对象拖放到关卡中

4.配置UI信息

在Panel Infos中添加ui信息,key是你自定义的UI名,value是这个UI的对象

5.蓝图调用

在任意位置都可以调用,打开UI时,通过传入你配置的UI名,和设置是否隐藏上一个打开的UI即可

关闭单个UI时,无需传参,直接关闭即可

关闭所有UI时,无需传参,直接关闭即可

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