54 lines
2.0 KiB
C++
54 lines
2.0 KiB
C++
//Copyright 2023 Independent Game Author ZhangLiang002. All rights reserved.
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//独立游戏作者张亮002版权所有 2023
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#pragma once
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#include "CoreMinimal.h"
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#include "BlueprintDataDefinitions.h"
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#include "Engine/LocalPlayer.h"
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#include "FindFriendSessionCallbackProxy.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(ChineseFindFriendSessionLog, Log, All);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintFindFriendSessionDelegate, const TArray<FBlueprintSessionResult> &, SessionInfo);
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UCLASS(MinimalAPI)
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class UFindFriendSessionCallbackProxy : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// 当成功获取到好友列表时调用
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UPROPERTY(BlueprintAssignable, meta = (DisplayName = "成功时"))
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FBlueprintFindFriendSessionDelegate OnSuccess;
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// 当获取好友列表出错时调用
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UPROPERTY(BlueprintAssignable, meta = (DisplayName = "失败时"))
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FBlueprintFindFriendSessionDelegate OnFailure;
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// 尝试获取好友当前所在的会话
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject", DisplayName = "查找好友会话"), Category = "中文会话|在线|好友")
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static UFindFriendSessionCallbackProxy* FindFriendSession(UObject* WorldContextObject, UPARAM(DisplayName = "玩家控制器") APlayerController *PlayerController, UPARAM(DisplayName = "好友唯一网络ID") const FBPUniqueNetId &FriendUniqueNetId);
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virtual void Activate() override;
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private:
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// 当获取到好友列表时的内部回调
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void OnFindFriendSessionCompleted(int32 LocalPlayer, bool bWasSuccessful, const TArray<FOnlineSessionSearchResult>& SessionInfo);
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// 触发事件的玩家控制器
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TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
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// 邀请人的唯一网络ID
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FBPUniqueNetId cUniqueNetId;
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// 完成时调用的委托
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FOnFindFriendSessionCompleteDelegate OnFindFriendSessionCompleteDelegate;
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// 上述已注册委托的句柄
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FDelegateHandle FindFriendSessionCompleteDelegateHandle;
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// 进行此次调用的世界上下文对象
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UObject* WorldContextObject;
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};
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