UE4 Unlua 调用AIMoveTo
npchaha 人气:0引言
异步蓝图节点:在蓝图节点的右上角有时钟图标。
注意:异步节点可以在EventGraph/Macros中使用,但是无法在蓝图函数中使用。
AIMoveTo节点:实现AI自主寻路,且能异步回调执行成功或失败的委托函数,且返回移动结果枚举值。
源码分析
AIMoveTo
蓝图节点对应C++的基类为 UK2Node_AIMoveTo
UK2Node_AIMoveTo
继承至异步Task节点基类 UK2Node_BaseAsyncTask
,并在构造函数中完成了对该异步基类的实例化
代码如下:
UK2Node_AIMoveTo::UK2Node_AIMoveTo(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { ProxyFactoryFunctionName = GET_FUNCTION_NAME_CHECKED(UAIBlueprintHelperLibrary, CreateMoveToProxyObject); //确定异步调用的函数名 ProxyFactoryClass = UAIBlueprintHelperLibrary::StaticClass(); //包含异步函数实现的类 ProxyClass = UAIAsyncTaskBlueprintProxy::StaticClass(); //将会被实例化的类 }
从上述代码中可以知道,AIMoveTo
主要调用的函数为UAIBlueprintHelperLibrary
类中的CreateMoveToProxyObject
方法。
查看源码,发现CreateMoveToProxyObject
方法返回值的就是一个UAIAsyncTaskBlueprintProxy
实例。
以下截取部分关键代码进行分析(MyObj
就是新建的UAIAsyncTaskBlueprintProxy
实例):
UAIAsyncTaskBlueprintProxy* UAIBlueprintHelperLibrary::CreateMoveToProxyObject(UObject* WorldContextObject, APawn* Pawn, FVector Destination, AActor* TargetActor, float AcceptanceRadius, bool bStopOnOverlap) { …… FPathFollowingRequestResult ResultData = AIController->MoveTo(MoveReq); //调用AIController相关函数进行寻路 switch (ResultData.Code) { case EPathFollowingRequestResult::RequestSuccessful: MyObj->AIController = AIController; MyObj->AIController->ReceiveMoveCompleted.AddDynamic(MyObj, &UAIAsyncTaskBlueprintProxy::OnMoveCompleted); //寻路请求完成后,触发OnCompleted函数 MyObj->MoveRequestId = ResultData.MoveId; break; …… } …… return MyObj; }
再看 OnMoveCompleted
函数:该函数可触发两个多播委托 OnSuccess
和 OnFail
,正好是 AIMoveTo
节点的两个异步回调引脚名:
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); //广播事件OnSuccess } else { OnFail.Broadcast(MovementResult); //广播事件OnFail // …… } } }
而这两个委托都是在类 UAIAsyncTaskBlueprintProxy
中声明的蓝图可分配委托:
UPROPERTY(BlueprintAssignable) FOAISimpleDelegate OnSuccess; UPROPERTY(BlueprintAssignable) FOAISimpleDelegate OnFail;
总结:CreateMoveToProxyObject
函数实现寻路,UAIAsyncTaskBlueprintProxy
定义委托。
Unlua代码实现
关键代码:
function BTT_FuncName_C:ReceiveExecuteAI(OwnerController,ControlledPawn) …… --调用CreateMoveProxyObject函数实现寻路并返回UAIAsyncTaskBlueprintProxy实例 local MoveResult = UE4.UAIBlueprintHelperLibrary.CreateMoveToProxyObject(ControlledPawn,ControlledPawn,DesLocation) --在返回的实例中,绑定委托相关回调函数 MoveResult.OnSuccess:Add(self,BTT_FuncName_C.OnAIMoveSuccess) end --实现回调函数 function BTT_FuncName_C:OnAIMoveSuccess(MovementResult) print("寻路成功") self:FinishExecute() end
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