--[[ 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