Files
MYGAME/Plugins/Marketplace/ChineseSessions/Source/ChineseSessions/Public/FindFriendSessionCallbackProxy.h
2025-07-04 20:09:24 +08:00

54 lines
2.0 KiB
C++

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