驗(yàn)值進(jìn)度條和文本改為c++)
這個(gè)比較簡(jiǎn)單注意的是計(jì)算百分比時(shí)要變成float否則進(jìn)度條不動(dòng)class UProgressBar;public:// 對(duì)應(yīng)藍(lán)圖自定義事件C可調(diào)用、藍(lán)圖也可調(diào)用UFUNCTION(BlueprintCallable, Category “UI”)void UpdateExpAndLevel(float CurExp, float RequiredExp, int32 Level);protected:// 只綁定需要的兩個(gè)控件BindWidget要求名字和UMG藍(lán)圖內(nèi)控件名完全一致UPROPERTY(meta (BindWidget))UProgressBar* Bar_EXP;UPROPERTY(meta (BindWidget)) UTextBlock* Text_Level; #include Components/ProgressBar.h#include “Components/TextBlock.h”void UMyPlayerUI::UpdateExpAndLevel(float CurExp, float RequiredExp, int32 Level){// 空指針保護(hù)防止控件沒(méi)綁定崩潰if(Bar_EXP RequiredExp 0.0f){float Percent CurExp / RequiredExp;Bar_EXP-SetPercent(Percent);}if(Text_Level) { // 數(shù)字轉(zhuǎn)文本 FText LevelText FText::AsNumber(Level); Text_Level-SetText(LevelText); }}