*Timer
타이머는 FTimerManager로 관리되고 어떤 델리게이트 유형도 할당시킬 수 있다.
CountDown.h
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#pragma once
#include "GameFramework/Actor.h"
#include "Countdown.generated.h"
UCLASS()
class UE4_TUTORIAL_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;
UPROPERTY(EditAnywhere)
int32 CountdownTime;
UTextRenderComponent* CountdownText;
void UpdateTimerDisplay();
void AdvanceTimer();
UFUNCTION(BlueprintNativeEvent)
void CountdownHasFinished();
virtual void CountdownHasFinished_Implementation();
FTimerHandle CountdownTimerHandle;
};
|
cs |
33)TimerHandle 카운트다운이 완료되면 Timer를 종료시킬 수 있도록 핸들을 유지해야한다.
CountDown.cpp
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#include "HowTo_VTE.h"
#include "Countdown.h"
// Sets default values
ACountdown::ACountdown()
{
// Set this actor to call Tick() every frame.
PrimaryActorTick.bCanEverTick = false;
CountdownText = CreateDefaultSubobject<UTextRenderComponent>(TEXT("CountdownNumber"));
CountdownText->SetHorizontalAlignment(EHTA_Center);
CountdownText->SetWorldSize(150.0f);
RootComponent = CountdownText;
CountdownTime = 3;
}
// Called when the game starts or when spawned
void ACountdown::BeginPlay()
{
Super::BeginPlay();
UpdateTimerDisplay();
GetWorldTimerManager().SetTimer(CountdownTimerHandle, this, &ACountdown::AdvanceTimer, 1.0f, true);
}
// Called every frame
void ACountdown::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
}
void ACountdown::UpdateTimerDisplay()
{
CountdownText->SetText(FString::FromInt(FMath::Max(CountdownTime, 0)));
}
void ACountdown::AdvanceTimer()
{
--CountdownTime;
UpdateTimerDisplay();
if (CountdownTime < 1)
{
// We're done counting down, so stop running the timer.
GetWorldTimerManager().ClearTimer(CountdownTimerHandle);
//Perform any special actions we want to do when the timer ends.
CountdownHasFinished();
}
}
void ACountdown::CountdownHasFinished()
{
//Change to a special readout
CountdownText->SetText(TEXT("GO!"));
|
cs |
15) 카운트다운시간 초기화
34~37) 남은시간 표시하도록 텍스트 디스플레이 업데이트 혹은 시간다되면 0 표시.
ACountdown을 게임에 처음 스폰시킬 때 실행되며, CountdownTime변수가 0될때까지 초당 한번씩 실행된다.
46)카운트다운 완료되면 타이머 중지
48)타이머 종료시 특별 액션
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GetWorldTimerManager().SetTimer(this, &AMatineeActor::CheckPriorityRefresh, 1.0f, true);
GetWorldTimerManager().ClearTimer(this, &AMatineeActor::CheckPriorityRefresh); |
cs |
1)타이머생성
3)타이머제거
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