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05_BindDelegates.lua
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--[[
说明:可以通过对委托原生接口的调用,完成对UI事件的监听
小提示:
绑定/解绑成对出现,是编写代码的良好习惯
]]
--
local
FLinearColor
=
UE
.
FLinearColor
local
M
=
UnLua
.
Class
()
function
M
:
Construct
()
self
.
ClickMeButton
.
OnClicked
:
Add
(
self
,
self
.
OnButtonClicked
)
self
.
ClickMeCheckBox
.
OnCheckStateChanged
:
Add
(
self
,
self
.
OnCheckBoxToggled
)
--
相当于在蓝图中的 Set Timer by Event
self
.
TimerHandle
=
UE
.
UKismetSystemLibrary
.
K2_SetTimerDelegate
({
self
,
self
.
OnTimer
},
1
,
true
)
end
function
M
:
OnButtonClicked
()
local
r
=
math.random
()
local
g
=
math.random
()
local
b
=
math.random
()
self
.
ClickMeButton
:
SetBackgroundColor
(
FLinearColor
(
r
,
g
,
b
,
1
))
end
function
M
:
OnCheckBoxToggled
(
on
)
if
on
then
self
.
CheckBoxText
:
SetText
(
"
已选中
"
)
else
self
.
CheckBoxText
:
SetText
(
"
未选中
"
)
end
end
function
M
:
OnTimer
()
local
seconds
=
UE
.
UKismetSystemLibrary
.
GetGameTimeInSeconds
(
self
)
self
.
GameTimeTextBlock
:
SetText
(
string.format
(
"
游戏时长:%d 秒
"
,
math.floor
(
seconds
)))
end
function
M
:
Destruct
()
--
在UMG被销毁时尽量清理已绑定的委托,不清理则会在切换Map时自动清理
self
.
ClickMeButton
.
OnClicked
:
Remove
(
self
,
self
.
OnButtonClicked
)
self
.
ClickMeCheckBox
.
OnCheckStateChanged
:
Remove
(
self
,
self
.
OnCheckBoxToggled
)
--
相当于在蓝图中的 Clear and Invalidate Timer by Handle
UE
.
UKismetSystemLibrary
.
K2_ClearAndInvalidateTimerHandle
(
self
,
self
.
TimerHandle
)
end
return
M
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