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UE5多人MOBA+GAS 22、创建技能图标UI,实现显示蓝耗,冷却,以及数字显示的倒数计时还有雷达显示的倒数计时

文章目录

  • 创建技能图标UI类
    • 从角色中将技能表传递到UI中
  • 创建一个技能列表
  • 获取蓝耗以及冷却
  • 让冷却实现倒数计时
  • 用扫描雷达做冷却倒数材质


创建技能图标UI类

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// 幻雨喜欢小猫咪#pragma once#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Components/Image.h"
#include "Components/TextBlock.h"
#include "AbilityGauge.generated.h"/*** */
UCLASS()
class CRUNCH_API UAbilityGauge : public UUserWidget
{GENERATED_BODY()private:// 技能图标UPROPERTY(meta = (BindWidget))TObjectPtr<UImage> Icon;// 冷却计时文本控件UPROPERTY(meta=(BindWidget))TObjectPtr<UTextBlock> CooldownCounterText;// 冷却总时长文本控件UPROPERTY(meta=(BindWidget))TObjectPtr<UTextBlock> CooldownDurationText;// 技能消耗文本控件UPROPERTY(meta=(BindWidget))TObjectPtr<UTextBlock> CostText;
};

放入cpp写好的控件
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从角色中将技能表传递到UI中

在能力组件CAbilitySystemComponentCCharacter角色基类中添加获取技能表的函数

	const TMap<ECAbilityInputID, TSubclassOf<UGameplayAbility>>& GetAbilities() const;
const TMap<ECAbilityInputID, TSubclassOf<UGameplayAbility>>& UCAbilitySystemComponent::GetAbilities() const
{return Abilities;
}
const TMap<ECAbilityInputID, TSubclassOf<UGameplayAbility>>& ACCharacter::GetAbilities() const
{return CAbilitySystemComponent->GetAbilities();
}

GameplayWidget创建一个获取技能表传递配置的函数

void ConfigureAbilities(const TMap<ECAbilityInputID, TSubclassOf<UGameplayAbility>>& Abilities);

在玩家控制器CPlayerController中把技能表传递给UI

void ACPlayerController::SpawnGameplayWidget()
{// 检查当前玩家控制器是否是本地玩家控制器if (!IsLocalPlayerController()) return;if (GameplayWidgetClass){GameplayWidget = CreateWidget<UGameplayWidget>(this, GameplayWidgetClass);if (GameplayWidget){// 添加到视口中GameplayWidget->AddToViewport();// 将技能数据传递给UIGameplayWidget->ConfigureAbilities(CPlayerCharacter->GetAbilities());}}
}

创建一个技能列表

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// 幻雨喜欢小猫咪#pragma once#include "CoreMinimal.h"
#include "Components/ListView.h"
#include "GAS/Core/CGameplayAbilityTypes.h"
#include "AbilityListView.generated.h"/*** */
UCLASS()
class CRUNCH_API UAbilityListView : public UListView
{GENERATED_BODY()
public:// 配置能力表void ConfigureAbilities(const TMap<ECAbilityInputID, TSubclassOf<class UGameplayAbility>>& Abilities);};
#include "AbilityListView.h"#include "Abilities/GameplayAbility.h"void UAbilityListView::ConfigureAbilities(const TMap<ECAbilityInputID, TSubclassOf<class UGameplayAbility>>& Abilities)
{//OnEntryWidgetGenerated().AddUObject()for (const TPair<ECAbilityInputID, TSubclassOf<UGameplayAbility>>& AbilityPair : Abilities){AddItem(AbilityPair.Value.GetDefaultObject());}
}

GameplayWidget中添加技能列表

	// 技能列表UPROPERTY(meta=(BindWidget))TObjectPtr<UAbilityListView> AbilityListView;
void UGameplayWidget::ConfigureAbilities(const TMap<ECAbilityInputID, TSubclassOf<UGameplayAbility>>& Abilities)
{AbilityListView->ConfigureAbilities(Abilities);
}

然后还不能用说缺东西
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让技能图标继承IUserObjectListEntry接口

UCLASS()
class CRUNCH_API UAbilityGauge : public UUserWidget, public IUserObjectListEntry
{GENERATED_BODY()
public:virtual void NativeOnListItemObjectSet(UObject* ListItemObject) override;
};
void UAbilityGauge::NativeOnListItemObjectSet(UObject* ListItemObject)
{IUserObjectListEntry::NativeOnListItemObjectSet(ListItemObject);
}

就可以在UI中设置该技能图标类了,下面的数字可以控制显示的数目
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调整为水平方向,间距也可以调整
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创建数据表

// 技能控件数据结构,用于配置技能UI显示内容
USTRUCT(BlueprintType)
struct FAbilityWidgetData : public FTableRowBase
{GENERATED_BODY()// 技能类UPROPERTY(EditAnywhere, BlueprintReadWrite)TSubclassOf<class UGameplayAbility> AbilityClass;// 技能名称UPROPERTY(EditAnywhere, BlueprintReadWrite)FName AbilityName;// 技能图标UPROPERTY(EditAnywhere, BlueprintReadWrite)TSoftObjectPtr<UTexture2D> Icon;// 技能描述UPROPERTY(EditAnywhere, BlueprintReadWrite)FText Description;
};

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补全技能列表AbilityListView

// 幻雨喜欢小猫咪#pragma once#include "CoreMinimal.h"
#include "Components/ListView.h"
#include "GAS/Core/CGameplayAbilityTypes.h"
#include "UI/Gameplay/Abilities/AbilityGauge.h"
#include "AbilityListView.generated.h"/*** */
UCLASS()
class CRUNCH_API UAbilityListView : public UListView
{GENERATED_BODY()
public:// 配置能力表void ConfigureAbilities(const TMap<ECAbilityInputID, TSubclassOf<class UGameplayAbility>>& Abilities);
private:UPROPERTY(EditAnywhere, Category = "Data")TObjectPtr<UDataTable> AbilityDataTable;// 技能生成绑定void AbilityGaugeGenerated(UUserWidget& Widget);// 查找指定技能的UI数据const FAbilityWidgetData* FindWidgetDataForAbility(const TSubclassOf<UGameplayAbility>& AbilityClass) const;
};
// 幻雨喜欢小猫咪#include "AbilityListView.h"#include "Abilities/GameplayAbility.h"void UAbilityListView::ConfigureAbilities(const TMap<ECAbilityInputID, TSubclassOf<class UGameplayAbility>>& Abilities)
{OnEntryWidgetGenerated().AddUObject(this, &UAbilityListView::AbilityGaugeGenerated);// 添加技能for (const TPair<ECAbilityInputID, TSubclassOf<UGameplayAbility>>& AbilityPair : Abilities){AddItem(AbilityPair.Value.GetDefaultObject());}
}void UAbilityListView::AbilityGaugeGenerated(UUserWidget& Widget)
{UAbilityGauge* AbilityGauge = Cast<UAbilityGauge>(&Widget);if (AbilityGauge){AbilityGauge->ConfigureWithWidgetData(FindWidgetDataForAbility(AbilityGauge->GetListItem<UGameplayAbility>()->GetClass()));}
}const FAbilityWidgetData* UAbilityListView::FindWidgetDataForAbility(const TSubclassOf<UGameplayAbility>& AbilityClass) const
{if (!AbilityDataTable) return nullptr;for (auto& AbilityWidgetDataPair : AbilityDataTable->GetRowMap()){const FAbilityWidgetData* WidgetData = AbilityDataTable->FindRow<FAbilityWidgetData>(AbilityWidgetDataPair.Key, "");if (WidgetData && WidgetData->AbilityClass == AbilityClass){return WidgetData;}}return nullptr;
}

在技能图标中添加配置函数以及要设置的材质对应的图标名称

	// 用数据配置控件显示void ConfigureWithWidgetData(const FAbilityWidgetData* WidgetData);
private:// 图标材质参数名UPROPERTY(EditDefaultsOnly, Category = "Visual")FName IconMaterialParamName = "Icon";
void UAbilityGauge::ConfigureWithWidgetData(const FAbilityWidgetData* WidgetData)
{if (Icon && WidgetData){// 设置图片Icon->GetDynamicMaterial()->SetTextureParameterValue(IconMaterialParamName, WidgetData->Icon.LoadSynchronous());}
}

把数据表添加进去
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获取蓝耗以及冷却

CAbilitySystemStatics函数类中添加获取技能冷却和技能消耗的函数

UCLASS()
class UCAbilitySystemStatics : public UBlueprintFunctionLibrary
{GENERATED_BODY()
public:static FGameplayTag GetBasicAttackAbilityTag();// 获取技能冷却static float GetStaticCooldownDurationForAbility(const UGameplayAbility* Ability);// 获取技能消耗static float GetStaticCostForAbility(const UGameplayAbility* Ability);
};
float UCAbilitySystemStatics::GetStaticCooldownDurationForAbility(const UGameplayAbility* Ability)
{if (!Ability) return 0.f;// 获取冷却效果const UGameplayEffect* CoolDownEffect = Ability->GetCooldownGameplayEffect();if (!CoolDownEffect) return 0.f;float CooldownDuration = 0.f;// 调用GetStaticMagnitudeIfPossible方法从冷却效果中获取静态持续时间值CoolDownEffect->DurationMagnitude.GetStaticMagnitudeIfPossible(1, CooldownDuration);return CooldownDuration;
}float UCAbilitySystemStatics::GetStaticCostForAbility(const UGameplayAbility* Ability)
{if (!Ability) return 0.f;// 获取消耗效果const UGameplayEffect* CostEffect = Ability->GetCostGameplayEffect();if (!CostEffect || CostEffect->Modifiers.Num() == 0) return 0.f;float Cost = 0.f;CostEffect->Modifiers[0].ModifierMagnitude.GetStaticMagnitudeIfPossible(1, Cost);// 取正值return FMath::Abs(Cost);
}

到技能图标AbilityGauge中设置一下cd和消耗

public:// 控件构建时调用virtual void NativeConstruct() override;
private:// 技能类默认对象UPROPERTY()TObjectPtr<UGameplayAbility> AbilityCDO;
void UAbilityGauge::NativeConstruct()
{Super::NativeConstruct();// 隐藏冷却计时器CooldownCounterText->SetVisibility(ESlateVisibility::Hidden);
}void UAbilityGauge::NativeOnListItemObjectSet(UObject* ListItemObject)
{IUserObjectListEntry::NativeOnListItemObjectSet(ListItemObject);AbilityCDO = Cast<UGameplayAbility>(ListItemObject);// 获取冷却和消耗float CoolDownDuration = UCAbilitySystemStatics::GetStaticCooldownDurationForAbility(AbilityCDO);float Cost = UCAbilitySystemStatics::GetStaticCostForAbility(AbilityCDO);// 设置冷却和消耗CooldownDurationText->SetText(FText::AsNumber(CoolDownDuration));CostText->SetText(FText::AsNumber(Cost));
}

运行一下就能显示蓝耗以及cd了(为啥灰的,因为我偷懒了)
在这里插入图片描述

让冷却实现倒数计时

private:// 冷却倒数计时的间隔UPROPERTY(EditDefaultsOnly, Category = "Cooldown")float CooldownUpdateInterval = 0.1f;// 技能释放时回调void AbilityCommitted(UGameplayAbility* Ability);// 启动冷却计时void StartCooldown(float CooldownTimeRemaining, float CooldownDuration);// 缓存的冷却总时长float CachedCooldownDuration;// 缓存的冷却剩余时间float CachedCooldownTimeRemaining;// 冷却完成定时器FTimerHandle CooldownTimerHandle;// 冷却刷新定时器FTimerHandle CooldownTimerUpdateHandle;// 数字格式化选项(整数)FNumberFormattingOptions WholeNumberFormattingOptions;// 数字格式化选项(一位小数)FNumberFormattingOptions TwoDigitNumberFormattingOptions;// 冷却完成回调void CooldownFinished();// 冷却刷新回调void UpdateCooldown();
void UAbilityGauge::NativeConstruct()
{Super::NativeConstruct();// 隐藏冷却计时器CooldownCounterText->SetVisibility(ESlateVisibility::Hidden);UAbilitySystemComponent* OwnerASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(GetOwningPlayerPawn());if (OwnerASC){// 监听技能释放OwnerASC->AbilityCommittedCallbacks.AddUObject(this, &UAbilityGauge::AbilityCommitted);}WholeNumberFormattingOptions.MaximumFractionalDigits = 0;TwoDigitNumberFormattingOptions.MaximumFractionalDigits = 2;
}void UAbilityGauge::AbilityCommitted(UGameplayAbility* Ability)
{// 判断释放的技能是否为该图标的技能if (Ability->GetClass()->GetDefaultObject() == AbilityCDO){// 获取技能冷却剩余时长float CooldownTimeRemaining = 0.f;// 获取技能冷却总时长float CooldownDuration = 0.f;// 返回当前激活的冷却剩余时间(秒)及该冷却的原始持续时间Ability->GetCooldownTimeRemainingAndDuration(Ability->GetCurrentAbilitySpecHandle(), Ability->GetCurrentActorInfo(), CooldownTimeRemaining, CooldownDuration);// 启动UI技能冷却StartCooldown(CooldownTimeRemaining, CooldownDuration);}
}void UAbilityGauge::StartCooldown(float CooldownTimeRemaining, float CooldownDuration)
{// 设置冷却时间CooldownDurationText->SetText(FText::AsNumber(CooldownDuration));// 将倒数计时设置为可视CooldownDurationText->SetVisibility(ESlateVisibility::Visible);// 缓存冷却总时长CachedCooldownDuration = CooldownDuration;// 缓存冷却剩余时间CachedCooldownTimeRemaining = CooldownTimeRemaining;// 冷却结束监听GetWorld()->GetTimerManager().SetTimer(CooldownTimerHandle, this, &UAbilityGauge::CooldownFinished,CachedCooldownTimeRemaining);// 启动倒数计时GetWorld()->GetTimerManager().SetTimer(CooldownTimerUpdateHandle, this, &UAbilityGauge::UpdateCooldown, CooldownUpdateInterval, true, 0.f);
}void UAbilityGauge::CooldownFinished()
{CachedCooldownDuration = CachedCooldownTimeRemaining = 0.f;// 冷却结束隐藏倒计时文本CooldownCounterText->SetVisibility(ESlateVisibility::Hidden);// 关闭倒数计时定时器GetWorld()->GetTimerManager().ClearTimer(CooldownTimerUpdateHandle);
}void UAbilityGauge::UpdateCooldown()
{// 更新剩余时间CachedCooldownTimeRemaining -= CooldownUpdateInterval;// 剩余时间大于1就显示一位数FNumberFormattingOptions* FormattingOptions = CachedCooldownTimeRemaining > 1 ? &WholeNumberFormattingOptions : &TwoDigitNumberFormattingOptions;CooldownCounterText->SetText(FText::AsNumber(CachedCooldownTimeRemaining, FormattingOptions));
}

获取到倒数计时的显示
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用扫描雷达做冷却倒数材质

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技能图标中添加

	// 冷却百分比材质参数名UPROPERTY(EditDefaultsOnly, Category = "Visual")FName CooldownPercentParamName = "Percent";
void UAbilityGauge::CooldownFinished()
{CachedCooldownDuration = CachedCooldownTimeRemaining = 0.f;// 冷却结束隐藏倒计时文本CooldownCounterText->SetVisibility(ESlateVisibility::Hidden);// 关闭倒数计时定时器GetWorld()->GetTimerManager().ClearTimer(CooldownTimerUpdateHandle);Icon->GetDynamicMaterial()->SetScalarParameterValue(CooldownPercentParamName, 1.f);
}void UAbilityGauge::UpdateCooldown()
{// 更新剩余时间CachedCooldownTimeRemaining -= CooldownUpdateInterval;// 剩余时间大于1就显示一位数FNumberFormattingOptions* FormattingOptions = CachedCooldownTimeRemaining > 1 ? &WholeNumberFormattingOptions : &TwoDigitNumberFormattingOptions;Icon->GetDynamicMaterial()->SetScalarParameterValue(CooldownPercentParamName, 1.0f - CachedCooldownTimeRemaining / CachedCooldownDuration);CooldownCounterText->SetText(FText::AsNumber(CachedCooldownTimeRemaining, FormattingOptions));
}

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技能图标代码

// 幻雨喜欢小猫咪#pragma once#include "CoreMinimal.h"
#include "Blueprint/IUserObjectListEntry.h"
#include "Blueprint/UserWidget.h"
#include "Components/Image.h"
#include "Components/TextBlock.h"
#include "AbilityGauge.generated.h"// 技能控件数据结构,用于配置技能UI显示内容
USTRUCT(BlueprintType)
struct FAbilityWidgetData : public FTableRowBase
{GENERATED_BODY()// 技能类UPROPERTY(EditAnywhere, BlueprintReadWrite)TSubclassOf<class UGameplayAbility> AbilityClass;// 技能名称UPROPERTY(EditAnywhere, BlueprintReadWrite)FName AbilityName;// 技能图标UPROPERTY(EditAnywhere, BlueprintReadWrite)TSoftObjectPtr<UTexture2D> Icon;// 技能描述UPROPERTY(EditAnywhere, BlueprintReadWrite)FText Description;
};/*** 技能槽UI控件,负责显示技能图标、冷却、等级、消耗等信息* 支持技能升级、冷却计时、能否释放等状态的动态刷新*/
UCLASS()
class CRUNCH_API UAbilityGauge : public UUserWidget, public IUserObjectListEntry
{GENERATED_BODY()
public:// 控件构建时调用virtual void NativeConstruct() override;// 列表项对象设置时调用virtual void NativeOnListItemObjectSet(UObject* ListItemObject) override;// 用数据配置控件显示void ConfigureWithWidgetData(const FAbilityWidgetData* WidgetData);
private:// 冷却倒数计时的间隔UPROPERTY(EditDefaultsOnly, Category = "Cooldown")float CooldownUpdateInterval = 0.1f;// 图标材质参数名UPROPERTY(EditDefaultsOnly, Category = "Visual")FName IconMaterialParamName = "Icon";// 冷却百分比材质参数名UPROPERTY(EditDefaultsOnly, Category = "Visual")FName CooldownPercentParamName = "Percent";// 技能图标UPROPERTY(meta = (BindWidget))TObjectPtr<UImage> Icon;// 冷却计时文本控件UPROPERTY(meta=(BindWidget))TObjectPtr<UTextBlock> CooldownCounterText;// 冷却总时长文本控件UPROPERTY(meta=(BindWidget))TObjectPtr<UTextBlock> CooldownDurationText;// 技能消耗文本控件UPROPERTY(meta=(BindWidget))TObjectPtr<UTextBlock> CostText;// 技能类默认对象UPROPERTY()TObjectPtr<UGameplayAbility> AbilityCDO;// 技能释放时回调void AbilityCommitted(UGameplayAbility* Ability);// 启动冷却计时void StartCooldown(float CooldownTimeRemaining, float CooldownDuration);// 缓存的冷却总时长float CachedCooldownDuration;// 缓存的冷却剩余时间float CachedCooldownTimeRemaining;// 冷却完成定时器FTimerHandle CooldownTimerHandle;// 冷却刷新定时器FTimerHandle CooldownTimerUpdateHandle;// 数字格式化选项(整数)FNumberFormattingOptions WholeNumberFormattingOptions;// 数字格式化选项(一位小数)FNumberFormattingOptions TwoDigitNumberFormattingOptions;// 冷却完成回调,隐藏冷却文本并重置进度条void CooldownFinished();// 冷却刷新回调,更新冷却文本和进度条void UpdateCooldown();
};
// 幻雨喜欢小猫咪#include "UI/Gameplay/Abilities/AbilityGauge.h"#include "AbilitySystemBlueprintLibrary.h"
#include "AbilitySystemComponent.h"
#include "Components/Image.h"
#include "GAS/Core/CAbilitySystemStatics.h"
#include "Abilities/GameplayAbility.h"void UAbilityGauge::NativeConstruct()
{Super::NativeConstruct();// 隐藏冷却计时器CooldownCounterText->SetVisibility(ESlateVisibility::Hidden);UAbilitySystemComponent* OwnerASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(GetOwningPlayerPawn());if (OwnerASC){// 监听技能释放OwnerASC->AbilityCommittedCallbacks.AddUObject(this, &UAbilityGauge::AbilityCommitted);}WholeNumberFormattingOptions.MaximumFractionalDigits = 0;TwoDigitNumberFormattingOptions.MaximumFractionalDigits = 2;
}void UAbilityGauge::NativeOnListItemObjectSet(UObject* ListItemObject)
{IUserObjectListEntry::NativeOnListItemObjectSet(ListItemObject);AbilityCDO = Cast<UGameplayAbility>(ListItemObject);// 获取冷却和消耗float CoolDownDuration = UCAbilitySystemStatics::GetStaticCooldownDurationForAbility(AbilityCDO);float Cost = UCAbilitySystemStatics::GetStaticCostForAbility(AbilityCDO);// 设置冷却和消耗CooldownDurationText->SetText(FText::AsNumber(CoolDownDuration));CostText->SetText(FText::AsNumber(Cost));
}void UAbilityGauge::ConfigureWithWidgetData(const FAbilityWidgetData* WidgetData)
{if (Icon && WidgetData){// 设置图片Icon->GetDynamicMaterial()->SetTextureParameterValue(IconMaterialParamName, WidgetData->Icon.LoadSynchronous());}
}void UAbilityGauge::AbilityCommitted(UGameplayAbility* Ability)
{// 判断释放的技能是否为该图标的技能if (Ability->GetClass()->GetDefaultObject() == AbilityCDO){// 获取技能冷却剩余时长float CooldownTimeRemaining = 0.f;// 获取技能冷却总时长float CooldownDuration = 0.f;// 返回当前激活的冷却剩余时间(秒)及该冷却的原始持续时间Ability->GetCooldownTimeRemainingAndDuration(Ability->GetCurrentAbilitySpecHandle(), Ability->GetCurrentActorInfo(), CooldownTimeRemaining, CooldownDuration);// 启动UI技能冷却StartCooldown(CooldownTimeRemaining, CooldownDuration);}
}void UAbilityGauge::StartCooldown(float CooldownTimeRemaining, float CooldownDuration)
{// 设置冷却时间// CooldownDurationText->SetText(FText::AsNumber(CooldownDuration));CooldownCounterText->SetText(FText::AsNumber(CooldownDuration));// 缓存冷却总时长CachedCooldownDuration = CooldownDuration;// 缓存冷却剩余时间CachedCooldownTimeRemaining = CooldownTimeRemaining;// 将倒数计时设置为可视CooldownCounterText->SetVisibility(ESlateVisibility::Visible);// 冷却结束监听GetWorld()->GetTimerManager().SetTimer(CooldownTimerHandle, this, &UAbilityGauge::CooldownFinished,CachedCooldownTimeRemaining);// 启动倒数计时GetWorld()->GetTimerManager().SetTimer(CooldownTimerUpdateHandle, this, &UAbilityGauge::UpdateCooldown, CooldownUpdateInterval, true, 0.f);
}void UAbilityGauge::CooldownFinished()
{CachedCooldownDuration = CachedCooldownTimeRemaining = 0.f;// 冷却结束隐藏倒计时文本CooldownCounterText->SetVisibility(ESlateVisibility::Hidden);// 关闭倒数计时定时器GetWorld()->GetTimerManager().ClearTimer(CooldownTimerUpdateHandle);Icon->GetDynamicMaterial()->SetScalarParameterValue(CooldownPercentParamName, 1.f);
}void UAbilityGauge::UpdateCooldown()
{// 更新剩余时间CachedCooldownTimeRemaining -= CooldownUpdateInterval;// 剩余时间大于1就显示一位数FNumberFormattingOptions* FormattingOptions = CachedCooldownTimeRemaining > 1 ? &WholeNumberFormattingOptions : &TwoDigitNumberFormattingOptions;Icon->GetDynamicMaterial()->SetScalarParameterValue(CooldownPercentParamName, 1.0f - CachedCooldownTimeRemaining / CachedCooldownDuration);CooldownCounterText->SetText(FText::AsNumber(CachedCooldownTimeRemaining, FormattingOptions));
}

技能列表代码

// 幻雨喜欢小猫咪#pragma once#include "CoreMinimal.h"
#include "Components/ListView.h"
#include "GAS/Core/CGameplayAbilityTypes.h"
#include "UI/Gameplay/Abilities/AbilityGauge.h"
#include "AbilityListView.generated.h"/*** */
UCLASS()
class CRUNCH_API UAbilityListView : public UListView
{GENERATED_BODY()
public:// 配置能力表void ConfigureAbilities(const TMap<ECAbilityInputID, TSubclassOf<class UGameplayAbility>>& Abilities);
private:UPROPERTY(EditAnywhere, Category = "Data")TObjectPtr<UDataTable> AbilityDataTable;// 技能生成绑定void AbilityGaugeGenerated(UUserWidget& Widget);// 查找指定技能的UI数据const FAbilityWidgetData* FindWidgetDataForAbility(const TSubclassOf<UGameplayAbility>& AbilityClass) const;
};
// 幻雨喜欢小猫咪#include "AbilityListView.h"#include "Abilities/GameplayAbility.h"void UAbilityListView::ConfigureAbilities(const TMap<ECAbilityInputID, TSubclassOf<class UGameplayAbility>>& Abilities)
{// 绑定技能生成事件OnEntryWidgetGenerated().AddUObject(this, &UAbilityListView::AbilityGaugeGenerated);// 添加技能for (const TPair<ECAbilityInputID, TSubclassOf<UGameplayAbility>>& AbilityPair : Abilities){AddItem(AbilityPair.Value.GetDefaultObject());}
}void UAbilityListView::AbilityGaugeGenerated(UUserWidget& Widget)
{// 将控件转换为UAbilityGauge类型UAbilityGauge* AbilityGauge = Cast<UAbilityGauge>(&Widget);if (AbilityGauge){// 查找并配置技能计量器的数据AbilityGauge->ConfigureWithWidgetData(FindWidgetDataForAbility(AbilityGauge->GetListItem<UGameplayAbility>()->GetClass()));}
}const FAbilityWidgetData* UAbilityListView::FindWidgetDataForAbility(const TSubclassOf<UGameplayAbility>& AbilityClass) const
{// 如果数据表为空则直接返回nullptrif (!AbilityDataTable) return nullptr;// 遍历数据表的所有行for (auto& AbilityWidgetDataPair : AbilityDataTable->GetRowMap()){// 查找当前行的数据const FAbilityWidgetData* WidgetData = AbilityDataTable->FindRow<FAbilityWidgetData>(AbilityWidgetDataPair.Key, "");// 如果找到数据且技能类匹配则返回if (WidgetData && WidgetData->AbilityClass == AbilityClass){return WidgetData;}}// 未找到匹配的数据return nullptr;
}
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