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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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