UE4运用C++和框架开发坦克大战教程笔记(十九)(第58~60集)完结
- 58. 弹窗显示与隐藏
 - 59. UI 面板销毁
 - 60. 框架完成与总结
 
58. 弹窗显示与隐藏
这节课我们先来补全 TransferMask() 里对于 Overlay 布局类型面板的遮罩转移逻辑,大体上与 Canvas 布局类型的差不多。
接下来就是编写弹窗的隐藏和重新显示的逻辑。
在写重新显示弹窗的逻辑时我们发现 DoEnterUIPanel() 有一段代码可以复用,但是发现了一处逻辑上的错误,所以要调整一下代码。
DDFrameWidget.cpp
void UDDFrameWidget::DoEnterUIPanel(FName PanelName)
{
	// ... 省略
	
		// 此处作更改	
		if (!WorkLayout) {
			if (UnActiveCanvas.Num() == 0) {
				WorkLayout = WidgetTree->ConstructWidget<UCanvasPanel>(UCanvasPanel::StaticClass());
				WorkLayout->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
			}
			else
				WorkLayout = UnActiveCanvas.Pop();
				
			// 添加布局控件到界面最顶层
			UCanvasPanelSlot* FrameCanvasSlot = RootCanvas->AddChildToCanvas(WorkLayout);
			FrameCanvasSlot->SetAnchors(FAnchors(0.f, 0.f, 1.f, 1.f));
			FrameCanvasSlot->SetOffsets(FMargin(0.f, 0.f, 0.f, 0.f));
			// 添加到激活画布组
			ActiveCanvas.Push(WorkLayout);	
		}
		// ... 省略
		// 此处作更改
		if (!WorkLayout) {
			if (UnActiveOverlay.Num() == 0) {
				WorkLayout = WidgetTree->ConstructWidget<UOverlay>(UOverlay::StaticClass());
				WorkLayout->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
			}
			else
				WorkLayout = UnActiveOverlay.Pop();
			// 添加布局控件到界面最顶层
			UCanvasPanelSlot* FrameCanvasSlot = RootCanvas->AddChildToCanvas(WorkLayout);
			FrameCanvasSlot->SetAnchors(FAnchors(0.f, 0.f, 1.f, 1.f));
			FrameCanvasSlot->SetOffsets(FMargin(0.f, 0.f, 0.f, 0.f));
			// 添加到激活画布组
			ActiveOverlay.Push(WorkLayout);	
		}
	// ... 省略
}
void UDDFrameWidget::HidePanelReverse(UDDPanelWidget* PanelWidget)
{
	// 获取弹窗栈到数组
	TArray<UDDPanelWidget*> PopStack;
	PopPanelStack.GenerateValueArray(PopStack);
	// 如果不是最上层的弹窗,直接返回
	if (PopStack[PopStack.Num() - 1] != PanelWidget) {
		DDH::Debug() << PanelWidget->GetObjectName() << " Is Not Last Panel In PopPanelStack" << DDH::Endl();
		return;
	}
	// 从栈中移除
	PopPanelStack.Remove(PanelWidget->GetObjectName());
	// 执行隐藏函数
	PanelWidget->PanelHidden();
	// 调整弹窗栈
	PopStack.Pop();
	if (PopStack.Num() > 0) {
		UDDPanelWidget* PrePanelWidget = PopStack[PopStack.Num() - 1];
		// 转移遮罩到新的最顶层的弹窗的下一层
		TransferMask(PrePanelWidget);
		// 恢复被冻结的最顶层的弹窗
		PrePanelWidget->PanelResume();
	}
	// 如果没有弹窗就移除遮罩
	else
		RemoveMaskPanel();
}
void UDDFrameWidget::ShowPanelReverse(UDDPanelWidget* PanelWidget)
{
	// 如果弹窗栈里有元素,冻结最顶层的弹窗
	if (PopPanelStack.Num() > 0) {
		TArray<UDDPanelWidget*> PanelStack;
		PopPanelStack.GenerateValueArray(PanelStack);
		PanelStack[PanelStack.Num() - 1]->PanelFreeze();
	}
	// 弹窗对象必须从当前父控件移除,再重新添加到最顶层的界面(因为弹窗只是隐藏而不是销毁了)
	if (PanelWidget->UINature.LayoutType == ELayoutType::Canvas) {
		UCanvasPanel* PreWorkLayout = Cast<UCanvasPanel>(PanelWidget->GetParent());
		UCanvasPanelSlot* PrePanelSlot = Cast<UCanvasPanelSlot>(PanelWidget->Slot);
		FAnchors PreAnchors = PrePanelSlot->GetAnchors();
		FMargin PreOffsets = PrePanelSlot->GetOffsets();
		// 将 PanelWidget 从当前父控件移除
		PanelWidget->RemoveFromParent();
		// 处理父控件
		if (PreWorkLayout->GetChildrenCount() == 0) {
			PreWorkLayout->RemoveFromParent();
			ActiveCanvas.Remove(PreWorkLayout);
			UnActiveCanvas.Push(PreWorkLayout);
		}
		// 寻找最顶层的 WorkLayout
		UCanvasPanel* WorkLayout = NULL;
		// 判断最底层的布局控件是否是 Canvas
		if (RootCanvas->GetChildrenCount() > 0)
			WorkLayout = Cast<UCanvasPanel>(RootCanvas->GetChildAt(RootCanvas->GetChildrenCount() - 1));
			
		if (!WorkLayout) {
			// 如果没有任何对象
			if (UnActiveCanvas.Num() == 0) {
				WorkLayout = WidgetTree->ConstructWidget<UCanvasPanel>(UCanvasPanel::StaticClass());
				WorkLayout->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
			}
			else
				WorkLayout = UnActiveCanvas.Pop();
			// 添加布局控件到界面最顶层
			UCanvasPanelSlot* FrameCanvasSlot = RootCanvas->AddChildToCanvas(WorkLayout);
			FrameCanvasSlot->SetAnchors(FAnchors(0.f, 0.f, 1.f, 1.f));
			FrameCanvasSlot->SetOffsets(FMargin(0.f, 0.f, 0.f, 0.f));
			// 添加到激活画布组
			ActiveCanvas.Push(WorkLayout);	
		}
		// 激活遮罩到最顶层弹窗
		ActiveMask(WorkLayout, PanelWidget->UINature.PanelLucencyType);
		// 把弹窗添加到获取的最顶层的父控件
		UCanvasPanelSlot* PanelSlot = WorkLayout->AddChildToCanvas(PanelWidget);
		PanelSlot->SetAnchors(PreAnchors);
		PanelSlot->SetOffsets(PreOffsets);
	}
	else {
		UOverlay* PreWorkLayout = Cast<UOverlay>(PanelWidget->GetParent());
		UOverlaySlot* PrePanelSlot = Cast<UOverlaySlot>(PanelWidget->Slot);
		FMargin PrePadding = PrePanelSlot->Padding;
		TEnumAsByte<EHorizontalAlignment> PreHAlign = PrePanelSlot->HorizontalAlignment;
		TEnumAsByte<EVerticalAlignment> PreVAlign = PrePanelSlot->VerticalAlignment;
		// 将 PanelWidget 从当前父控件移除
		PanelWidget->RemoveFromParent();
		// 处理父控件
		if (PreWorkLayout->GetChildrenCount() == 0) {
			PreWorkLayout->RemoveFromParent();
			ActiveOverlay.Remove(PreWorkLayout);
			UnActiveOverlay.Push(PreWorkLayout);
		}
		UOverlay* WorkLayout = NULL;
		
		// 如果存在布局控件,试图把最后一个布局控件转换成 Overlay
		if (RootCanvas->GetChildrenCount() > 0)
			WorkLayout = Cast<UOverlay>(RootCanvas->GetChildAt(RootCanvas->GetChildrenCount() - 1));
		if (!WorkLayout) {
			if (UnActiveOverlay.Num() == 0) {
				WorkLayout = WidgetTree->ConstructWidget<UOverlay>(UOverlay::StaticClass());
				WorkLayout->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
			}
			else
				WorkLayout = UnActiveOverlay.Pop();
			// 添加布局控件到界面最顶层
			UCanvasPanelSlot* FrameCanvasSlot = RootCanvas->AddChildToCanvas(WorkLayout);
			FrameCanvasSlot->SetAnchors(FAnchors(0.f, 0.f, 1.f, 1.f));
			FrameCanvasSlot->SetOffsets(FMargin(0.f, 0.f, 0.f, 0.f));
			// 添加到激活画布组
			ActiveOverlay.Push(WorkLayout);	
		}
		// 激活遮罩到最顶层弹窗
		ActiveMask(WorkLayout, PanelWidget->UINature.PanelLucencyType);
		// 添加弹窗到获取到的最顶层的布局控件
		UOverlaySlot* PanelSlot = WorkLayout->AddChildToOverlay(PanelWidget);
		PanelSlot->SetPadding(PrePadding);
		PanelSlot->SetHorizontalAlignment(PreHAlign);
		PanelSlot->SetVerticalAlignment(PreVAlign);
	}
	// 添加弹窗到栈
	PopPanelStack.Add(PanelWidget->GetObjectName(), PanelWidget);
	// 显示弹窗
	PanelWidget->PanelDisplay();
}
void UDDFrameWidget::TransferMask(UDDPanelWidget* PanelWidget)
{
	// ... 省略
	if (PanelWidget->UINature.LayoutType == ELayoutType::Canvas) {
		// ... 省略
	}
	else {
		UOverlay* WorkLayout = Cast<UOverlay>(PanelWidget->GetParent());
		int32 StartOrder = WorkLayout->GetChildIndex(PanelWidget);
		for (int i = StartOrder; i < WorkLayout->GetChildrenCount(); ++i) {
			UDDPanelWidget* TempPanelWidget = Cast<UDDPanelWidget>(WorkLayout->GetChildAt(i));
			if (!TempPanelWidget)
				continue;
			// 保存 UI 面板以及布局数据
			AbovePanelStack.Push(TempPanelWidget);
			FUINature TempUINature;
			UOverlaySlot* TempPanelSlot = Cast<UOverlaySlot>(TempPanelWidget->Slot);
			TempUINature.Offsets = TempPanelSlot->Padding;
			TempUINature.HAlign = TempPanelSlot->HorizontalAlignment;
			TempUINature.VAlign = TempPanelSlot->VerticalAlignment;
			AboveNatureStack.Push(TempUINature);
		}
		// 循环移除上层 UI 面板
		for (int i = 0; i < AbovePanelStack.Num(); ++i)
			AbovePanelStack[i]->RemoveFromParent();
		// 添加遮罩到新的父控件
		UOverlaySlot* MaskSlot = WorkLayout->AddChildToOverlay(MaskPanel);
		MaskSlot->SetPadding(FMargin(0.f, 0.f, 0.f, 0.f));
		MaskSlot->SetHorizontalAlignment(HAlign_Fill);
		MaskSlot->SetVerticalAlignment(VAlign_Fill);
	
		// 根据透明类型设置透明度
		switch (PanelWidget->UINature.PanelLucencyType) {
		case EPanelLucencyType::Lucency:
			MaskPanel->SetVisibility(ESlateVisibility::Visible);
			MaskPanel->SetColorAndOpacity(NormalLucency);
			break;
		case EPanelLucencyType::Translucence:
			MaskPanel->SetVisibility(ESlateVisibility::Visible);
			MaskPanel->SetColorAndOpacity(TranslucenceLucency);
			break;
		case EPanelLucencyType::ImPenetrable:
			MaskPanel->SetVisibility(ESlateVisibility::Visible);
			MaskPanel->SetColorAndOpacity(ImPenetrableLucency);
			break;
		case EPanelLucencyType::Penetrate:
			MaskPanel->SetVisibility(ESlateVisibility::Hidden);
			MaskPanel->SetColorAndOpacity(NormalLucency);
			break;
		}
		// 将 UI 面板填充回布局控件
		for (int i = 0; i < AbovePanelStack.Num(); ++i) {
			UOverlaySlot* PanelSlot = WorkLayout->AddChildToOverlay(AbovePanelStack[i]);
			PanelSlot->SetPadding(AboveNatureStack[i].Offsets);
			PanelSlot->SetHorizontalAlignment(AboveNatureStack[i].HAlign);
			PanelSlot->SetVerticalAlignment(AboveNatureStack[i].VAlign);
		}
	}
}
 
接下来我们测试一下弹窗隐藏和重新显示的逻辑是否正常运行。依旧是修改协程方法里的调用顺序。
RCGameUIFrame.cpp
// 修改协程方法如下
DDCoroTask* URCGameUIFrame::UIProcess()
{
	DDCORO_PARAM(URCGameUIFrame);
#include DDCORO_BEGIN()
	// 显示状态栏和小地图
	D->ShowUIPanel("StatePanel");
	D->ShowUIPanel("MiniMapPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);		// 缩短时间
	// 显示菜单栏
	D->ShowUIPanel("MenuPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);
	// 显示设置栏
	D->ShowUIPanel("OptionPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);
	// 隐藏菜单栏,这个操作会失败并输出 Debug 错误
	D->HideUIPanel("MenuPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);
	// 隐藏设置栏
	D->HideUIPanel("OptionPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);
	// 隐藏菜单栏,本次操作成功
	D->HideUIPanel("MenuPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);	
	// 显示菜单栏
	D->ShowUIPanel("MenuPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);
	// 显示设置栏
	D->ShowUIPanel("OptionPanel");
#include DDCORO_END()
}
 
运行游戏,可见界面上有状态栏和小地图,
 3 秒后菜单弹窗伴随着遮罩出现,菜单弹窗可交互;
 再 3 秒后设置弹窗出现,遮罩移到它的底下,菜单弹窗不可交互,设置弹窗可交互;
 再 3 秒后试图隐藏菜单弹窗,但是它不是最靠前的弹窗,所以左上角输出 Debug 语句提示失败。
 再 3 秒后设置弹窗隐藏,遮罩移到菜单弹窗的底下,并且菜单弹窗又恢复可交互;
 再 3 秒菜单弹窗和遮罩隐藏;
 再 3 秒,菜单弹窗和遮罩重新出现,菜单弹窗可交互;
 最后再 3 秒,设置弹窗出现,遮罩移到它的底下,菜单弹窗不可交互,设置弹窗可交互;

说明我们写的遮罩管理器以及弹窗的隐藏和重新显示都没有问题。
59. UI 面板销毁
UI 框架已经实现了大半,我们接下来继续实现 UI 的销毁功能。对于销毁逻辑也需要根据面板类型来使用相应的方法。
DDFrameWidget.h
public:
	// 销毁 UI
	UFUNCTION()
	void ExitUIPanel(FName PanelName);
	// 处理 UI 面板销毁后的父控件(供反射系统调用)
	UFUNCTION()
	void ExitCallBack(ELayoutType LayoutType, UPanelWidget* InLayout);
protected:
	// 销毁 UI
	void ExitPanelDoNothing(UDDPanelWidget* PanelWidget);
	void ExitPanelHideOther(UDDPanelWidget* PanelWidget);
	void ExitPanelReverse(UDDPanelWidget* PanelWidget);
 
DDFrameWidget.cpp
void UDDFrameWidget::ExitUIPanel(FName PanelName)
{
	// 如果正在预加载但是没有加载完成(这种情况出现在执行第一次显示或提前加载后就马上执行销毁界面)
	if (!AllPanelGroup.Contains(PanelName) && LoadedPanelName.Contains(PanelName)) {
		DDH::Debug() << "Do Not Exit UI Panel when Loading Panel" << DDH::Endl();
		return;
	}
	// 如果这个 UI 面板没有加载到全部组
	if (!AllPanelGroup.Contains(PanelName))
		return;
	// 获取 UI 面板
	UDDPanelWidget* PanelWidget = *AllPanelGroup.Find(PanelName);
	// 是否在显示组或者弹窗栈内
	if (!ShowPanelGroup.Contains(PanelName) && !PopPanelStack.Contains(PanelName)) {
		AllPanelGroup.Remove(PanelName);
		LoadedPanelName.Remove(PanelName);
		// 运行 PanelExit 生命周期,具体的内存释放代码在该周期函数里面
		PanelWidget->PanelExit();
		// 直接返回
		return;
	}
	// 处理隐藏 UI 面板相关的流程
	switch (PanelWidget->UINature.PanelShowType) {
	case EPanelShowType::DoNothing:
		ExitPanelDoNothing(PanelWidget);
		break;
	case EPanelShowType::HideOther:
		ExitPanelHideOther(PanelWidget);
		break;
	case EPanelShowType::Reverse:
		ExitPanelReverse(PanelWidget);
		break;
	}
}
void UDDFrameWidget::ExitPanelDoNothing(UDDPanelWidget* PanelWidget)
{
	// 从显示组,全部组,加载名字组移除
	ShowPanelGroup.Remove(PanelWidget->GetObjectName());
	AllPanelGroup.Remove(PanelWidget->GetObjectName());
	LoadedPanelName.Remove(PanelWidget->GetObjectName());
	
	// 运行销毁生命周期
	PanelWidget->PanelExit();
}
void UDDFrameWidget::ExitPanelHideOther(UDDPanelWidget* PanelWidget)
{
	// 从显示组,全部组,加载名字组移除
	ShowPanelGroup.Remove(PanelWidget->GetObjectName());
	AllPanelGroup.Remove(PanelWidget->GetObjectName());
	LoadedPanelName.Remove(PanelWidget->GetObjectName());
	// 显示同一层级下的其他 UI 面板,如果该面板是 Level_All 层级,显示所有显示组的面板
	for (TMap<FName, UDDPanelWidget*>::TIterator It(ShowPanelGroup); It; ++It) {
		if (PanelWidget->UINature.LayoutLevel == ELayoutLevel::Level_All || PanelWidget->UINature.LayoutLevel == It.Value()->UINature.LayoutLevel)
			It.Value()->PanelDisplay();
	}
	// 运行销毁生命周期
	PanelWidget->PanelExit();
}
void UDDFrameWidget::ExitPanelReverse(UDDPanelWidget* PanelWidget)
{
	// 获取弹窗栈到数组
	TArray<UDDPanelWidget*> PopStack;
	PopPanelStack.GenerateValueArray(PopStack);
	// 如果不是最上层的弹窗,直接返回
	if (PopStack[PopStack.Num() - 1] != PanelWidget) {
		DDH::Debug() << PanelWidget->GetObjectName() << " Is Not Last Panel In PopPanelStack" << DDH::Endl();
		return;
	}
	// 从栈,全部组,加载名字组中移除
	PopPanelStack.Remove(PanelWidget->GetObjectName());
	AllPanelGroup.Remove(PanelWidget->GetObjectName());
	LoadedPanelName.Remove(PanelWidget->GetObjectName());
	// 运行销毁生命周期函数
	PanelWidget->PanelExit();
	// 调整弹窗栈
	PopStack.Pop();
	if (PopStack.Num() > 0) {
		UDDPanelWidget* PrePanelWidget = PopStack[PopStack.Num() - 1];
		// 转移遮罩到新的最顶层的弹窗的下一层
		TransferMask(PrePanelWidget);
		// 恢复被冻结的最顶层的弹窗
		PrePanelWidget->PanelResume();
	}
	else
		RemoveMaskPanel();
}
void UDDFrameWidget::ExitCallBack(ELayoutType LayoutType, UPanelWidget* InLayout)
{
	if (LayoutType == ELayoutType::Canvas) {
		UCanvasPanel* WorkLayout = Cast<UCanvasPanel>(InLayout);
		if (WorkLayout->GetChildrenCount() == 0) {
			WorkLayout->RemoveFromParent();
			ActiveCanvas.Remove(WorkLayout);
			UnActiveCanvas.Push(WorkLayout);
		}
	}
	else {
		UOverlay* WorkLayout = Cast<UOverlay>(InLayout);
		if (WorkLayout->GetChildrenCount() == 0) {
			WorkLayout->RemoveFromParent();
			ActiveOverlay.Remove(WorkLayout);
			UnActiveOverlay.Push(WorkLayout);
		}
	}
}
 
来到 DDPanelWidget,编写销毁 UI 的具体逻辑。
因为需要考虑面板销毁后父控件是否还有子面板(如果没有就没必要存在了),所以我们利用反射系统声明一个方法来调用 DDFrameWidget 里的方法来移除没有内容的父控件。
DDPanelWidget.h
protected:
	// 销毁动画回调函数
	void RemoveCallBack();
protected:
	// UIFrame 管理器所在的模组 ID,约定在 HUD 下,数值是 1
	static int32 UIFrameModuleIndex;
	// UIFrame 管理器的对象名,约定是 UIFrame
	static FName UIFrameName;
	// 销毁回调函数名字
	static FName ExitCallBackName;
protected:
	DDOBJFUNC_TWO(ExitCallBack, ELayoutType, LayoutType, UPanelWidget*, WorkLayout);
 
DDPanelWidget.cpp
int32 UDDPanelWidget::UIFrameModuleIndex(1);
FName UDDPanelWidget::UIFrameName(TEXT("UIFrame"));
FName UDDPanelWidget::ExitCallBackName(TEXT("ExitCallBack"));
void UDDPanelWidget::PanelExit()
{
	// 如果 UI 面板正在显示
	if (GetVisibility() != ESlateVisibility::Hidden)
		InvokeDelay(PanelHiddenName, DisplayLeaveMovie(), this, &UDDPanelWidget::RemoveCallBack);
	else
		RemoveCallBack();
}
void UDDPanelWidget::RemoveCallBack()
{
	// 获取父控件
	UPanelWidget* WorkLayout = GetParent();
	// 这个判断条件会在下一集补充
	// 已经加载了 UI 面板,但是一直没有运行显示命令的情况下,WorkLayout 为空
	if (WorkLayout) {
		RemoveFromParent();
		// 告诉 UI 管理器处理父控件
		ExitCallBack(UIFrameModuleIndex, UIFrameName, ExitCallBackName, UINature.LayoutType, WorkLayout);
	}
	// 执行销毁
	DDDestroy();
}
 
接下来测试下销毁 UI 的逻辑是否正常运行,依旧是调整协程方法里的调用逻辑。
RCGameUIFrame.cpp
// 修改协程方法如下
DDCoroTask* URCGameUIFrame::UIProcess()
{
	DDCORO_PARAM(URCGameUIFrame);
#include DDCORO_BEGIN()
	D->ShowUIPanel("StatePanel");
	D->ShowUIPanel("MiniMapPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);
	D->ShowUIPanel("BigMapPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);
	D->ShowUIPanel("MenuPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);
	D->ShowUIPanel("OptionPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);
	DDH::Debug() << "ExitUIPanel MiniMapPanel" << DDH::Endl();
	D->ExitUIPanel("MiniMapPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);
	DDH::Debug() << "ExitUIPanel OptionPanel" << DDH::Endl();
	D->ExitUIPanel("OptionPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);
	DDH::Debug() << "ExitUIPanel BigMapPanel" << DDH::Endl();
	D->ExitUIPanel("BigMapPanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);
	DDH::Debug() << "ExitUIPanel StatePanel" << DDH::Endl();
	D->ExitUIPanel("StatePanel");
#include DDYIELD_READY()
	DDYIELD_RETURN_SECOND(3.f);
	DDH::Debug() << "ExitUIPanel MenuPanel" << DDH::Endl();
	D->ExitUIPanel("MenuPanel");
#include DDCORO_END()
}
 
运行游戏,首先可看到状态栏和小地图;接着是大地图出现(状态栏和小地图收起);菜单弹窗出现;设置弹窗出现;
 随后销毁小地图、销毁设置弹窗、销毁大地图(状态栏出现)、销毁状态栏,最后销毁菜单弹窗。
 说明销毁 UI 的功能也写好了。

60. 框架完成与总结
课程已经接近尾声,本集开头会修改一些疏漏的地方,笔者已经在先前的课程里标注了。
我们前面写了很多 UI 框架的方法,但是看起来都是管理类在操控面板,我们打算让面板自己也能执行这些操控方法,只要通过反射系统让管理类执行就可以实现了。
DDPanelWidget.h
protected:
	void ShowSelfPanel();
	void HideSelfPanel();
	void ExitSelfPanel();
	void AdvanceLoadPanel(FName PanelName);
	void ShowUIPanel(FName PanelName);
	void HideUIPanel(FName PanelName);
	void ExitUIPanel(FName PanelName);
protected:
	// 显示 UI 方法名
	static FName ShowUIPanelName;
	// 隐藏 UI 方法名
	static FName HideUIPanelName;
	// 销毁 UI 方法名
	static FName ExitUIPanelName;
	// 预加载方法名
	static FName AdvanceLoadPanelName;
protected:
	DDOBJFUNC_ONE(OperatorUIPanel, FName, PanelName);
 
DDPanelWidge.cpp
FName UDDPanelWidget::ShowUIPanelName(TEXT("ShowUIPanel"));
FName UDDPanelWidget::HideUIPanelName(TEXT("HideUIPanel"));
FName UDDPanelWidget::ExitUIPanelName(TEXT("ExitUIPanel"));
FName UDDPanelWidget::AdvanceLoadPanelName(TEXT("AdvanceLoadPanel"));
void UDDPanelWidget::ShowSelfPanel()
{
	ShowUIPanel(GetObjectName());
}
void UDDPanelWidget::HideSelfPanel()
{
	HideUIPanel(GetObjectName());
}
void UDDPanelWidget::ExitSelfPanel()
{
	ExitUIPanel(GetObjectName());
}
void UDDPanelWidget::AdvanceLoadPanel(FName PanelName)
{
	OperatorUIPanel(UIFrameModuleIndex, UIFrameName, AdvanceLoadPanelName, PanelName);
}
void UDDPanelWidget::ShowUIPanel(FName PanelName)
{
	OperatorUIPanel(UIFrameModuleIndex, UIFrameName, ShowUIPanelName, PanelName);
}
void UDDPanelWidget::HideUIPanel(FName PanelName)
{
	OperatorUIPanel(UIFrameModuleIndex, UIFrameName, HideUIPanelName, PanelName);
}
void UDDPanelWidget::ExitUIPanel(FName PanelName)
{
	OperatorUIPanel(UIFrameModuleIndex, UIFrameName, ExitUIPanelName, PanelName);
}
 
最后再改一些地方的错误。
DDTypes.h
// 执行 Execute 方法之前必须手动调用 IsBound() 方法判定是否有绑定函数
template<typename RetType, typename... VarTypes>
RetType DDCallHandle<RetType, VarTypes...>::Execute(VarTypes... Params)
{
	// 删除原来的 是否绑定 判断
	return MsgQuene->Execute<RetType, VarTypes...>(CallName, Params...);
}
 
DDDriver.cpp
#if WITH_EDITOR
void ADDDriver::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
	Super::PostEditChangeProperty(PropertyChangedEvent);
	if (PropertyChangedEvent.Property && PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(ADDDriver, ModuleType)) {
		Center->IterChangeModuleType(Center, ModuleType);
	}
}
#endif
// 下面这两个方法要放在预编译的 #if WITH_EDITOR 之外,笔者检查的时候已经是放在外面的了,应该是在前面的课程也有提到这个修改
void ADDDriver::ExecuteFunction(DDModuleAgreement Agreement, DDParam* Param)
{
	Center->AllotExecuteFunction(Agreement, Param);
}
void ADDDriver::ExecuteFunction(DDObjectAgreement Agreement, DDParam* Param)
{
	Center->AllotExecuteFunction(Agreement, Param);
}
 
最后我们来看一下梁迪老师的 DataDriven 框架实现了如下功能:
- 模块化树状结构(适合分模块多人合作开发)
 - 更多生命周期函数
 - 反射事件系统(零耦合, 调用方便)
 - 注册事件系统(零耦合, 运行效率高, 适合大批量调用时使用)
 - 协程系统(全面实现 Unity 协程的功能)
 - 延时事件系统
 - 多按键绑定系统
 - 资源同异步加载系统
 - UI 框架
 
至于坦克大战,应该是没有的了。不过能系统地学习梁迪老师的这个框架,相信读者也能收获到很多。笔者在此衷心感谢梁迪老师的优质课程 : )
![[Angular 基础] - 指令(directives)](https://img-blog.csdnimg.cn/direct/1801a18ad0fe4e7e9722b308055506e3.png)











![[office] excel如何计算毛重和皮重的时间间隔 excel计算毛重和皮重时间间隔方法 #笔记#学习方法](https://img-blog.csdnimg.cn/img_convert/fb5d20f8a614730f4c04d57a84b97f7e.jpeg)






