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//.h // Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/GameModeBase.h" #include "PersonMoveGameModeBase.generated.h" /** * */ UCLASS() class PERSONMOVE_API APersonMoveGameModeBase : public AGameModeBase { GENERATED_BODY() public: //GameMode 的开始是StartPlay virtual void StartPlay() override; protected: APersonMoveGameModeBase(); FTimerHandle TimerHandle_TimeCount; void CutTime(); UPROPERTY(BlueprintReadOnly,Category="UI") int CountTime; };
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//.cpp // Fill out your copyright notice in the Description page of Project Settings. #include "PersonMoveGameModeBase.h" #include "TimerManager.h" //定时器 void APersonMoveGameModeBase :: StartPlay() { Super::StartPlay(); //SetTimer(时间句柄,作用在哪个物体身上,调用的函数,多长时间调用一次,是否要循环,几秒后调用) GetWorldTimerManager().SetTimer(TimerHandle_TimeCount, this, &APersonMoveGameModeBase::CutTime, 1.0f, true, 1.0f); } APersonMoveGameModeBase::APersonMoveGameModeBase() { CountTime = 3; } void APersonMoveGameModeBase::CutTime() { CountTime--; UE_LOG(LogTemp, Warning, TEXT("%s"), *FString::SanitizeFloat(CountTime)); if (CountTime == 0) { //清除时间 GetWorldTimerManager().ClearTimer(TimerHandle_TimeCount); } }
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