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UE4 Unlua 調(diào)用異步藍(lán)圖節(jié)點(diǎn)AIMoveTo函數(shù)示例詳解

 更新時(shí)間:2022年09月06日 15:53:10   作者:npchaha  
這篇文章主要為大家介紹了UE4 Unlua 調(diào)用AIMoveTo函數(shù)示例詳解,有需要的朋友可以借鑒參考下,希望能夠有所幫助,祝大家多多進(jìn)步,早日升職加薪

引言

異步藍(lán)圖節(jié)點(diǎn):在藍(lán)圖節(jié)點(diǎn)的右上角有時(shí)鐘圖標(biāo)。

注意:異步節(jié)點(diǎn)可以在EventGraph/Macros中使用,但是無(wú)法在藍(lán)圖函數(shù)中使用。

AIMoveTo節(jié)點(diǎn):實(shí)現(xiàn)AI自主尋路,且能異步回調(diào)執(zhí)行成功或失敗的委托函數(shù),且返回移動(dòng)結(jié)果枚舉值。

源碼分析

AIMoveTo 藍(lán)圖節(jié)點(diǎn)對(duì)應(yīng)C++的基類為 UK2Node_AIMoveToUK2Node_AIMoveTo 繼承至異步Task節(jié)點(diǎn)基類 UK2Node_BaseAsyncTask,并在構(gòu)造函數(shù)中完成了對(duì)該異步基類的實(shí)例化
代碼如下:

UK2Node_AIMoveTo::UK2Node_AIMoveTo(const FObjectInitializer& ObjectInitializer)
    : Super(ObjectInitializer)
{
    ProxyFactoryFunctionName = GET_FUNCTION_NAME_CHECKED(UAIBlueprintHelperLibrary, CreateMoveToProxyObject);   //確定異步調(diào)用的函數(shù)名
    ProxyFactoryClass = UAIBlueprintHelperLibrary::StaticClass();                                               //包含異步函數(shù)實(shí)現(xiàn)的類
    ProxyClass = UAIAsyncTaskBlueprintProxy::StaticClass();                                                     //將會(huì)被實(shí)例化的類
}

從上述代碼中可以知道,AIMoveTo主要調(diào)用的函數(shù)為UAIBlueprintHelperLibrary類中的CreateMoveToProxyObject方法。

查看源碼,發(fā)現(xiàn)CreateMoveToProxyObject方法返回值的就是一個(gè)UAIAsyncTaskBlueprintProxy實(shí)例。

以下截取部分關(guān)鍵代碼進(jìn)行分析(MyObj就是新建的UAIAsyncTaskBlueprintProxy實(shí)例):

UAIAsyncTaskBlueprintProxy* UAIBlueprintHelperLibrary::CreateMoveToProxyObject(UObject* WorldContextObject, APawn* Pawn, FVector Destination, 
AActor* TargetActor, float AcceptanceRadius, bool bStopOnOverlap)
{
            ……
        FPathFollowingRequestResult ResultData = AIController->MoveTo(MoveReq);     //調(diào)用AIController相關(guān)函數(shù)進(jìn)行尋路
        switch (ResultData.Code)
        {
        case EPathFollowingRequestResult::RequestSuccessful:
            MyObj->AIController = AIController;
            MyObj->AIController->ReceiveMoveCompleted.AddDynamic(MyObj, &UAIAsyncTaskBlueprintProxy::OnMoveCompleted);  //尋路請(qǐng)求完成后,觸發(fā)OnCompleted函數(shù)
            MyObj->MoveRequestId = ResultData.MoveId;
            break;
            ……
        }
            ……
    return MyObj;
}

再看 OnMoveCompleted 函數(shù):該函數(shù)可觸發(fā)兩個(gè)多播委托 OnSuccessOnFail,正好是 AIMoveTo 節(jié)點(diǎn)的兩個(gè)異步回調(diào)引腳名:

void UAIAsyncTaskBlueprintProxy::OnMoveCompleted(FAIRequestID RequestID, EPathFollowingResult::Type MovementResult)
{
    if (RequestID.IsEquivalent(MoveRequestId) && AIController.IsValid(true))
    {
        AIController->ReceiveMoveCompleted.RemoveDynamic(this, &UAIAsyncTaskBlueprintProxy::OnMoveCompleted);
        if (MovementResult == EPathFollowingResult::Success)
        {
            OnSuccess.Broadcast(MovementResult);        //廣播事件OnSuccess
        }
        else
        {
            OnFail.Broadcast(MovementResult);           //廣播事件OnFail
            // ……
        }
    }
}

而這兩個(gè)委托都是在類 UAIAsyncTaskBlueprintProxy 中聲明的藍(lán)圖可分配委托:

UPROPERTY(BlueprintAssignable)
FOAISimpleDelegate    OnSuccess;
UPROPERTY(BlueprintAssignable)
FOAISimpleDelegate    OnFail;

總結(jié):CreateMoveToProxyObject 函數(shù)實(shí)現(xiàn)尋路,UAIAsyncTaskBlueprintProxy 定義委托。

Unlua代碼實(shí)現(xiàn)

關(guān)鍵代碼:

function BTT_FuncName_C:ReceiveExecuteAI(OwnerController,ControlledPawn)
    ……
    --調(diào)用CreateMoveProxyObject函數(shù)實(shí)現(xiàn)尋路并返回UAIAsyncTaskBlueprintProxy實(shí)例
    local MoveResult = UE4.UAIBlueprintHelperLibrary.CreateMoveToProxyObject(ControlledPawn,ControlledPawn,DesLocation)      
    --在返回的實(shí)例中,綁定委托相關(guān)回調(diào)函數(shù)
    MoveResult.OnSuccess:Add(self,BTT_FuncName_C.OnAIMoveSuccess)
end
--實(shí)現(xiàn)回調(diào)函數(shù)
function BTT_FuncName_C:OnAIMoveSuccess(MovementResult)
    print("尋路成功")
    self:FinishExecute()
end

以上就是UE4 Unlua 調(diào)用AIMoveTo函數(shù)示例詳解的詳細(xì)內(nèi)容,更多關(guān)于UE4 Unlua 調(diào)用AIMoveTo的資料請(qǐng)關(guān)注腳本之家其它相關(guān)文章!

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