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# 前言 # 前言
- 全局管理类 - 全局管理类
- [[#UGameUIManagerSubsystem]] - UGameUIManagerSubsystem父类为UGameInstanceSubsystem主要的功能是管理CurrentPolicy(UGameUIPolicy)。
- [[#UGameUIPolicy]] - UGameUIPolicy将UPrimaryGameLayout添加到Viewport中。
- UPrimaryGameLayout - UPrimaryGameLayout
- Widgets - Widgets
使用[[#GameplayAbility]]检测玩家输入并且开启UI。 使用[[#GameplayAbility]]检测玩家输入并且开启UI。
# UGameUIManagerSubsystem # UPrimaryGameLayout
父类为UGameInstanceSubsystem主要的功能是管理CurrentPolicy(UGameUIPolicy)。 父类为UCommonUserWidget。主要功能为UILayer以及Dormant状态管理。
## UILayer
使用`TMap<FGameplayTag, TObjectPtr<UCommonActivatableWidgetContainerBase>> Layers;`进行多UI层的管理不同Layer使用GameplayTag进行区分。Lyra的UILayer分为以下4个层
- UI.Layer.Game
- UI.Layer.GameMenu
- UI.Layer.Menu
- UI.Layer.Modal
# UGameUIPolicy ```c++
template <typename ActivatableWidgetT = UCommonActivatableWidget>
TSharedPtr<FStreamableHandle> PushWidgetToLayerStackAsync(FGameplayTag LayerName, bool bSuspendInputUntilComplete, TSoftClassPtr<UCommonActivatableWidget> ActivatableWidgetClass, TFunction<void(EAsyncWidgetLayerState, ActivatableWidgetT*)> StateFunc)
{
static_assert(TIsDerivedFrom<ActivatableWidgetT, UCommonActivatableWidget>::IsDerived, "Only CommonActivatableWidgets can be used here");
static FName NAME_PushingWidgetToLayer("PushingWidgetToLayer");
const FName SuspendInputToken = bSuspendInputUntilComplete ? UCommonUIExtensions::SuspendInputForPlayer(GetOwningPlayer(), NAME_PushingWidgetToLayer) : NAME_None;
FStreamableManager& StreamableManager = UAssetManager::Get().GetStreamableManager();
TSharedPtr<FStreamableHandle> StreamingHandle = StreamableManager.RequestAsyncLoad(ActivatableWidgetClass.ToSoftObjectPath(), FStreamableDelegate::CreateWeakLambda(this,
[this, LayerName, ActivatableWidgetClass, StateFunc, SuspendInputToken]()
{
UCommonUIExtensions::ResumeInputForPlayer(GetOwningPlayer(), SuspendInputToken);
ActivatableWidgetT* Widget = PushWidgetToLayerStack<ActivatableWidgetT>(LayerName, ActivatableWidgetClass.Get(), [StateFunc](ActivatableWidgetT& WidgetToInit) {
StateFunc(EAsyncWidgetLayerState::Initialize, &WidgetToInit);
});
StateFunc(EAsyncWidgetLayerState::AfterPush, Widget);
})
);
// Setup a cancel delegate so that we can resume input if this handler is canceled.
StreamingHandle->BindCancelDelegate(FStreamableDelegate::CreateWeakLambda(this,
[this, StateFunc, SuspendInputToken]()
{
UCommonUIExtensions::ResumeInputForPlayer(GetOwningPlayer(), SuspendInputToken);
StateFunc(EAsyncWidgetLayerState::Canceled, nullptr);
})
);
return StreamingHandle;
}
template <typename ActivatableWidgetT = UCommonActivatableWidget>
ActivatableWidgetT* PushWidgetToLayerStack(FGameplayTag LayerName, UClass* ActivatableWidgetClass)
{
return PushWidgetToLayerStack<ActivatableWidgetT>(LayerName, ActivatableWidgetClass, [](ActivatableWidgetT&) {});
}
template <typename ActivatableWidgetT = UCommonActivatableWidget>
ActivatableWidgetT* PushWidgetToLayerStack(FGameplayTag LayerName, UClass* ActivatableWidgetClass, TFunctionRef<void(ActivatableWidgetT&)> InitInstanceFunc)
{
static_assert(TIsDerivedFrom<ActivatableWidgetT, UCommonActivatableWidget>::IsDerived, "Only CommonActivatableWidgets can be used here");
if (UCommonActivatableWidgetContainerBase* Layer = GetLayerWidget(LayerName))
{
return Layer->AddWidget<ActivatableWidgetT>(ActivatableWidgetClass, InitInstanceFunc);
}
return nullptr;
}
```
### RegisterLayer
用于向PrimaryGameLayout注册UILayer。为了方便管理里面的CommonActivatabbleWidgetStack)
```c++
void RegisterLayer(UPARAM(meta = (Categories = "UI.Layer")) FGameplayTag LayerTag, UCommonActivatableWidgetContainerBase* LayerWidget);
```
Content/UI的W_OverallUILayout调用它是一个根组件为Overlay下面有4个子组件(CommonActivatabbleWidgetStack)
- GameLayer_Stack游戏内UI类似HUD。
- GameMenu_Stack游戏相关的 "菜单",例如游戏中的库存用户界面。
- Menu_Stack设置界面等。
- Model_Stack游戏内的模态确认对话框、错误对话框。
# GameplayAbility # GameplayAbility
Lyra使用2个位于Plugins/ShooterCore/Content/Input/Abilites/ Lyra使用2个位于Plugins/ShooterCore/Content/Input/Abilites/
- GAB_ShowWidget_WhenInputPressed - GAB_ShowWidget_WhenInputPressed

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@ -19,6 +19,10 @@ CommonUI主要解决了**层叠式UI**输入事件处理以及**多平台**多
- [Lyra Cross-platform UI Development | Tech Talk](https://www.bilibili.com/video/BV1mT4y167Fm/?spm_id_from=333.999.0.0&vd_source=d47c0bb42f9c72fd7d74562185cee290) - [Lyra Cross-platform UI Development | Tech Talk](https://www.bilibili.com/video/BV1mT4y167Fm/?spm_id_from=333.999.0.0&vd_source=d47c0bb42f9c72fd7d74562185cee290)
# CommonUI # CommonUI
- 数据表
- CommonInputActionDataBase各平台输入绑定。
## CommonUI特有功能 ## CommonUI特有功能
1. ⭐⭐**自带过渡效果**在Stack控件的`Detail-Transition`中可以设置控件激活/注销时过渡效果,同时还可以设置效果曲线类型与曲线数值。默认是**渐隐(Fade Only)**。 1. ⭐⭐**自带过渡效果**在Stack控件的`Detail-Transition`中可以设置控件激活/注销时过渡效果,同时还可以设置效果曲线类型与曲线数值。默认是**渐隐(Fade Only)**。
2. ⭐⭐⭐**CommonActivatableWidgetStack**会自动激活Stack顶部Widget。 2. ⭐⭐⭐**CommonActivatableWidgetStack**会自动激活Stack顶部Widget。