文章目录
- 创建主菜单需要的
- 创建主菜单游戏模式
- 创建主菜单游戏控制器
- 创建主菜单界面UI
- 实现登录游戏实例
- 创建等待界面
- 配置和获取协调器 URL
- 撰写和发送会话创建请求
创建主菜单需要的
创建主菜单游戏模式
MainMenuGameMode
创建主菜单游戏控制器
MainMenuPlayerController
#pragma once#include "CoreMinimal.h"
#include "MenuPlayerController.h"
#include "MainMenuPlayerController.generated.h"/*** */
UCLASS()
class CRUNCH_API AMainMenuPlayerController : public AMenuPlayerController
{GENERATED_BODY()
public: AMainMenuPlayerController();
};
#include "MainMenuPlayerController.h"AMainMenuPlayerController::AMainMenuPlayerController()
{// 禁用自动管理相机目标bAutoManageActiveCameraTarget = false;
}
分别创建两个的蓝图
创建一个摄像机,自动启用玩家0
创建主菜单界面UI
MainMenuWidget
#pragma once#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Components/WidgetSwitcher.h"
#include "Framework/MGameInstance.h"
#include "MainMenuWidget.generated.h"class UButton;
/*** */
UCLASS()
class CRUNCH_API UMainMenuWidget : public UUserWidget
{GENERATED_BODY()
public:virtual void NativeConstruct() override;/******************************/ /* Main *//******************************/
private:UPROPERTY(meta = (BindWidget))TObjectPtr<UWidgetSwitcher> MainSwitcher;// 游戏实例UPROPERTY()TObjectPtr<UMGameInstance> MGameInstance;/******************************/ /* Login *//******************************/
private:// 登录界面的根组件UPROPERTY(meta = (BindWidget))TObjectPtr<UWidget> LoginWidgetRoot;// 登录按钮UPROPERTY(meta = (BindWidget))TObjectPtr<UButton> LoginButton;// 登录按钮点击事件UFUNCTION()void OnLoginButtonClicked();/*** 登录完成时的回调函数* @param bWasSuccessful 是否登录成功* @param PlayerNickname 登录成功时的玩家昵称* @param ErrorMsg 登录失败时的错误信息*/void LoginCompleted(bool bWasSuccessful, const FString& PlayerNickname, const FString& ErrorMsg);
};
#include "MainMenuWidget.h"#include "Components/Button.h"void UMainMenuWidget::NativeConstruct()
{Super::NativeConstruct();// 获取游戏实例MGameInstance = GetGameInstance<UMGameInstance>();if (MGameInstance){}// 绑定登录按钮点击事件LoginButton->OnClicked.AddDynamic(this, &UMainMenuWidget::OnLoginButtonClicked);
}void UMainMenuWidget::OnLoginButtonClicked()
{// 登录按钮点击时触发UE_LOG(LogTemp, Warning, TEXT("Longing In!"))
}void UMainMenuWidget::LoginCompleted(bool bWasSuccessful, const FString& PlayerNickname, const FString& ErrorMsg)
{if (bWasSuccessful){UE_LOG(LogTemp, Warning, TEXT("登录成功: %s"), *PlayerNickname)}else{UE_LOG(LogTemp, Warning, TEXT("登录失败: %s"), *ErrorMsg)}
}
创建蓝图版本
然后修改对应命名
设置切换器的锚点
设置一下登录
添加一个尺寸框包裹
添加一个背景模糊
把UI添加到主菜单玩家控制器中
实现登录游戏实例
UMGameInstance
/*** 登录完成委托* 参数:* - bWasSuccessful:登录是否成功* - PlayerNickName:玩家昵称* - ErrorMsg:错误信息*/
DECLARE_MULTICAST_DELEGATE_ThreeParams(FOnLoginCompleted, bool /*bWasSuccessful*/, const FString& /*PlayerNickName*/, const FString& /*ErrorMsg*/);
/*************************************//* 登录功能 *//*************************************/
public:// 检查是否已登录bool IsLoggedIn() const;// 检查是否正在登录中bool IsLoggingIn() const;// 客户端通过账户门户登录void ClientAccountPortalLogin();// 登录完成委托FOnLoginCompleted OnLoginCompleted;private:// 客户端登录实现void ClientLogin(const FString& Type, const FString& Id, const FString& Token);// 登录完成回调void LoginCompleted(int NumOfLocalPlayer, bool bWasSuccessful, const FUniqueNetId& UserId, const FString& Error);// 登录委托句柄FDelegateHandle LoggingInDelegateHandle;
bool UMGameInstance::IsLoggedIn() const
{if (IOnlineIdentityPtr IdentityPtr = UTNetStatics::GetIdentityPtr()){// 查询本地玩家0的登录状态,是否为已登录return IdentityPtr->GetLoginStatus(0) == ELoginStatus::LoggedIn;}// 如果IdentityPtr无效,则默认未登录return false;
}bool UMGameInstance::IsLoggingIn() const
{// 如果登录委托句柄有效,说明还在等待登录回调return LoggingInDelegateHandle.IsValid();
}void UMGameInstance::ClientAccountPortalLogin()
{// 调用统一的ClientLogin接口,使用AccountPortal方式ClientLogin("AccountPortal", "", "");
}void UMGameInstance::ClientLogin(const FString& Type, const FString& Id, const FString& Token)
{if (IOnlineIdentityPtr IdentityPtr = UTNetStatics::GetIdentityPtr()){// 如果已经有一个登录委托在监听,先移除它,避免重复绑定if (LoggingInDelegateHandle.IsValid()){IdentityPtr->OnLoginCompleteDelegates->Remove(LoggingInDelegateHandle);LoggingInDelegateHandle.Reset();}// 绑定登录完成回调LoggingInDelegateHandle = IdentityPtr->OnLoginCompleteDelegates->AddUObject(this, &UMGameInstance::LoginCompleted);// 调用OnlineSubsystem的登录函数(异步)if (!IdentityPtr->Login(0,FOnlineAccountCredentials(Type, Id, Token))){UE_LOG(LogTemp, Warning, TEXT("登录失败!"))if (LoggingInDelegateHandle.IsValid()){IdentityPtr->OnLoginCompleteDelegates->Remove(LoggingInDelegateHandle);LoggingInDelegateHandle.Reset();}// 通知外部,登录失败OnLoginCompleted.Broadcast(false, "", "登录失败!");}}
}void UMGameInstance::LoginCompleted(int32 NumOfLocalPlayer, bool bWasSuccessful, const FUniqueNetId& UserId,const FString& Error)
{if (IOnlineIdentityPtr IdentityPtr = UTNetStatics::GetIdentityPtr()){// 移除登录完成委托if (LoggingInDelegateHandle.IsValid()){IdentityPtr->OnLoginCompleteDelegates->Remove(LoggingInDelegateHandle);LoggingInDelegateHandle.Reset();}FString PlayerNickname = "";if (bWasSuccessful){// 获取玩家昵称PlayerNickname = IdentityPtr->GetPlayerNickname(UserId);UE_LOG(LogTemp, Warning, TEXT("登录成功: %s"), *(PlayerNickname))}else{UE_LOG(LogTemp, Warning, TEXT("登录失败: %s"), *(Error))}OnLoginCompleted.Broadcast(bWasSuccessful, PlayerNickname, Error);}else{OnLoginCompleted.Broadcast(false, "", "无法找到身份指针");}
}
UMainMenuWidget
到主菜单UI中绑定委托
void UMainMenuWidget::NativeConstruct()
{Super::NativeConstruct();// 获取游戏实例MGameInstance = GetGameInstance<UMGameInstance>();if (MGameInstance){MGameInstance->OnLoginCompleted.AddUObject(this, &UMainMenuWidget::LoginCompleted);}// 绑定登录按钮点击事件LoginButton->OnClicked.AddDynamic(this, &UMainMenuWidget::OnLoginButtonClicked);
}void UMainMenuWidget::OnLoginButtonClicked()
{// 登录按钮点击时触发UE_LOG(LogTemp, Warning, TEXT("Longing In!"))if (MGameInstance && !MGameInstance->IsLoggedIn() && !MGameInstance->IsLoggingIn()){// 触发登录MGameInstance->ClientAccountPortalLogin();}
}
编译运行后点击登录会跳转到网页登录
创建等待界面
WaitingWidget
#pragma once#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Components/Button.h"
#include "Components/TextBlock.h"
#include "WaitingWidget.generated.h"/*** 等待界面控件* 用于在需要玩家等待(如连接、加载、匹配)时显示提示信息,* 并可选提供“取消”按钮。*/
UCLASS()
class CRUNCH_API UWaitingWidget : public UUserWidget
{GENERATED_BODY()
public:virtual void NativeConstruct() override;// 获取 Cancel 按钮的点击事件引用,并清空之前绑定的所有回调。FOnButtonClickedEvent& ClearAndGetButtonClickedEvent();/*** 设置等待提示信息,并控制“取消”按钮是否可见。* @param WaitInfo 等待提示文本* @param bAllowCancel 是否允许取消(决定按钮显隐)*/void SetWaitInfo(const FText& WaitInfo, bool bAllowCancel = false);private:// 等待提示文本UPROPERTY(meta = (BindWidget))TObjectPtr<UTextBlock> WaitInfoText;// 取消按钮UPROPERTY(meta = (BindWidget))TObjectPtr<UButton> CancelButton;
};
#include "WaitingWidget.h"void UWaitingWidget::NativeConstruct()
{Super::NativeConstruct();
}FOnButtonClickedEvent& UWaitingWidget::ClearAndGetButtonClickedEvent()
{// 清空按钮已有的点击事件CancelButton->OnClicked.Clear();return CancelButton->OnClicked;
}void UWaitingWidget::SetWaitInfo(const FText& WaitInfo, bool bAllowCancel)
{// 设置取消按钮的可见性if (CancelButton){CancelButton->SetVisibility(bAllowCancel ? ESlateVisibility::Visible : ESlateVisibility::Hidden);}// 更新提示文字if (WaitInfoText){WaitInfoText->SetText(WaitInfo);}
}
回到主菜单界面UMainMenuWidget
/******************************/ /* Main *//******************************/// 切换到主界面void SwitchToMainWidget();// 主界面的根组件UPROPERTY(meta = (BindWidget))TObjectPtr<UWidget> MainWidgetRoot;/******************************/ /* 等待 *//******************************/
private:// 等待界面UPROPERTY(meta = (BindWidget))TObjectPtr<UWaitingWidget> WaitingWidget;// 切换到等待界面FOnButtonClickedEvent& SwitchToWaitingWidget(const FText& WaitInfo, bool bAllowCancel = false);
void UMainMenuWidget::NativeConstruct()
{Super::NativeConstruct();// 获取游戏实例MGameInstance = GetGameInstance<UMGameInstance>();if (MGameInstance){MGameInstance->OnLoginCompleted.AddUObject(this, &UMainMenuWidget::LoginCompleted);if (MGameInstance->IsLoggedIn()){SwitchToMainWidget();}}// 绑定登录按钮点击事件LoginButton->OnClicked.AddDynamic(this, &UMainMenuWidget::OnLoginButtonClicked);
}void UMainMenuWidget::SwitchToMainWidget()
{if (MainSwitcher){MainSwitcher->SetActiveWidget(MainWidgetRoot);}
}void UMainMenuWidget::OnLoginButtonClicked()
{// 登录按钮点击时触发UE_LOG(LogTemp, Warning, TEXT("Longing In!"))if (MGameInstance && !MGameInstance->IsLoggedIn() && !MGameInstance->IsLoggingIn()){// 触发登录MGameInstance->ClientAccountPortalLogin();// SwitchToWaitingWidget(FText::FromString("正在登录..."));SwitchToWaitingWidget(FText::FromString(FString(TEXT("正在登录..."))));}
}void UMainMenuWidget::LoginCompleted(bool bWasSuccessful, const FString& PlayerNickname, const FString& ErrorMsg)
{if (bWasSuccessful){UE_LOG(LogTemp, Warning, TEXT("登录成功: %s"), *PlayerNickname)}else{UE_LOG(LogTemp, Warning, TEXT("登录失败: %s"), *ErrorMsg)}SwitchToMainWidget();
}FOnButtonClickedEvent& UMainMenuWidget::SwitchToWaitingWidget(const FText& WaitInfo, bool bAllowCancel)
{// 切换到等待界面MainSwitcher->SetActiveWidget(WaitingWidget);// 设置等待信息WaitingWidget->SetWaitInfo(WaitInfo, bAllowCancel);return WaitingWidget->ClearAndGetButtonClickedEvent();
}
创建等待UI蓝图版本
设置按钮锚点和位置
可以添加等待动画
主界面菜单中添加该UI
主菜单界面UMainMenuWidget
中创建用于创建会话的按钮已经输入
/******************************/ /* 会话 *//******************************/// 创建会话按钮UPROPERTY(meta=(BindWidget))TObjectPtr<UButton> CreateSessionButton;// 输入房间(会话)的名称的文本框UPROPERTY(meta=(BindWidget))TObjectPtr<UEditableText> NewSessionNameText;// 点击“创建会话”按钮时调用UFUNCTION()void CreateSessionBtnClicked();// 取消房间创建(如等待界面点击取消时触发)UFUNCTION()void CancelSessionCreation();// 房间(会话)名称输入框文字变更时调用(用于校验是否可创建)UFUNCTION()void NewSessionNameTextChanged(const FText& NewText);
void UMainMenuWidget::NativeConstruct()
{Super::NativeConstruct();// 获取游戏实例MGameInstance = GetGameInstance<UMGameInstance>();if (MGameInstance){MGameInstance->OnLoginCompleted.AddUObject(this, &UMainMenuWidget::LoginCompleted);if (MGameInstance->IsLoggedIn()){SwitchToMainWidget();}}// 绑定登录按钮点击事件LoginButton->OnClicked.AddDynamic(this, &UMainMenuWidget::OnLoginButtonClicked);// 绑定创建会话按钮点击事件CreateSessionButton->OnClicked.AddDynamic(this, &UMainMenuWidget::CreateSessionBtnClicked);// 绑定新会话名称输入框内容改变事件NewSessionNameText->OnTextChanged.AddDynamic(this, &UMainMenuWidget::NewSessionNameTextChanged);
}void UMainMenuWidget::CreateSessionBtnClicked()
{// 确保玩家已登录if (MGameInstance && MGameInstance->IsLoggedIn()){// 请求创建并加入一个新的房间(会话)MGameInstance->RequestCreateAndJoinSession(FName(NewSessionNameText->GetText().ToString()));// 切换到等待界面,提示“Creating Lobby”,并绑定取消操作SwitchToWaitingWidget(FText::FromString(FString(TEXT("创建大厅"))), true).AddDynamic(this, &UMainMenuWidget::CancelSessionCreation);}
}void UMainMenuWidget::CancelSessionCreation()
{if (MGameInstance){MGameInstance->CancelSessionCreation();}SwitchToMainWidget();
}void UMainMenuWidget::NewSessionNameTextChanged(const FText& NewText)
{// 创建按钮是否可用CreateSessionButton->SetIsEnabled(!NewText.IsEmpty());
}
游戏实例UMGameInstance
中补充函数
/*************************************//* 客户端会话创建和搜索 *//*************************************/
public:// 请求创建并加入新会话void RequestCreateAndJoinSession(const FName& NewSessionName);// 取消会话创建void CancelSessionCreation();
void UMGameInstance::RequestCreateAndJoinSession(const FName& NewSessionName)
{UE_LOG(LogTemp, Warning, TEXT("请求创建并加入会话: %s"), *(NewSessionName.ToString()))
}void UMGameInstance::CancelSessionCreation()
{UE_LOG(LogTemp, Warning, TEXT("取消会话创建"))
}
添加控件
再修改一下
配置和获取协调器 URL
/*** 获取协调器URL键值* @return 协调器服务URL的FName键*/static FName GetCoordinatorURLKey();/*** 获取协调器URL地址* @return 协调器服务地址字符串*/static FString GetCoordinatorURL();/*** 获取默认协调器URL* @return 默认的协调器服务地址*/static FString GetDefaultCoordinatorURL();
FName UTNetStatics::GetCoordinatorURLKey()
{// 返回用于解析命令行参数的键值(这里是固定字符串 "COORDINATOR_URL")return FName("COORDINATOR_URL");
}FString UTNetStatics::GetCoordinatorURL()
{// 优先从命令行中获取 Coordinator URLFString CoordinatorURL = GetCommandlineArgAsString(GetCoordinatorURLKey());if (CoordinatorURL != ""){// 如果命令行中有值,则直接返回return CoordinatorURL;}// 如果命令行参数为空,则使用配置文件中的默认值return GetDefaultCoordinatorURL();
}FString UTNetStatics::GetDefaultCoordinatorURL()
{FString CoordinatorURL = "";// 从配置文件 [Crunch.Net] 节点中读取键 "CoordinatorURL"// 目标配置文件为 DefaultGame.iniGConfig->GetString(TEXT("Crunch.Net"), TEXT("CoordinatorURL"), CoordinatorURL, GGameIni);// 打印日志,方便调试,输出获取到的默认 URLUE_LOG(LogTemp, Warning, TEXT("Getting Default Coordinator URL as: %s"), *CoordinatorURL)// 返回默认配置中的 URLreturn CoordinatorURL;
}
填写本地主机号,这里的 127.0.0.1
表示 本机
[Crunch.Net]
CoordinatorURL="127.0.0.1"
撰写和发送会话创建请求
UMGameInstance
#include "Interfaces/IHttpResponse.h"
#include "Interfaces/IHttpRequest.h"/*************************************//* 客户端会话创建和搜索 *//*************************************/private:// 会话创建请求完成回调void SessionCreationRequestCompleted(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bConnectedSuccessfully, FGuid SessionSearchId);
void UMGameInstance::RequestCreateAndJoinSession(const FName& NewSessionName)
{UE_LOG(LogTemp, Warning, TEXT("请求创建并加入会话: %s"), *(NewSessionName.ToString()))// 创建HTTP请求对象,准备向协调器发起会话创建请求FHttpRequestRef Request = FHttpModule::Get().CreateRequest();// 生成唯一会话搜索ID用于后续查询FGuid SessionSearchId = FGuid::NewGuid();// 获取协调器服务的基础URL地址FString CoordinatorURL = UTNetStatics::GetCoordinatorURL();// 拼接目标 API 地址:<CoordinatorURL>/SessionsFString URL = FString::Printf(TEXT("%s/Sessions"), *CoordinatorURL);UE_LOG(LogTemp, Warning, TEXT("发送会话创建请求到 URL:%s"), *URL)// 配置 HTTP 请求:目标地址 + 请求方式 POSTRequest->SetURL(URL);Request->SetVerb("POST");// 设置 HTTP 请求头,指定请求体为 JSON 格式Request->SetHeader(TEXT("Content-Type"), TEXT("application/json"));// 构造 JSON 请求体,包含 SessionName 和 SessionSearchIdTSharedPtr<FJsonObject> JsonObject = MakeShareable(new FJsonObject);JsonObject->SetStringField(UTNetStatics::GetSessionNameKey().ToString(), NewSessionName.ToString());JsonObject->SetStringField(UTNetStatics::GetSessionSearchIdKey().ToString(), SessionSearchId.ToString());// 将 JSON 对象转换为字符串FString RequestBody;TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&RequestBody);FJsonSerializer::Serialize(JsonObject.ToSharedRef(), Writer);// 设置 HTTP 请求体Request->SetContentAsString(RequestBody);// 绑定会话创建完成回调Request->OnProcessRequestComplete().BindUObject(this, &UMGameInstance::SessionCreationRequestCompleted, SessionSearchId);// 发送 HTTP 请求,测试中在python中编写代码接收请求信息if (!Request->ProcessRequest()){UE_LOG(LogTemp, Warning, TEXT("会话创建请求失败"))}
}void UMGameInstance::SessionCreationRequestCompleted(FHttpRequestPtr Request, FHttpResponsePtr Response,bool bConnectedSuccessfully, FGuid SessionSearchId)
{if (!bConnectedSuccessfully){UE_LOG(LogTemp, Warning, TEXT("连接协调服务器失败,网络连接未成功!"))return;}UE_LOG(LogTemp, Warning, TEXT("连接协调服务器成功!"))
}