【UE4 设计模式】工厂方法模式 Factory Method Pattern 及自定义创建资源
阅读原文时间:2023年07月08日阅读:1

概述

  • 又称为工厂模式,也叫虚拟构造器(Virtual Constructor)模式,或者多态工厂(Polymorphic Factory)模式

  • 工厂父类负责定义创建产品对象的公共接口,而工厂子类则负责生成具体的产品对象,这样做的目的是将产品类的实例化操作延迟到工厂子类中完成,即通过工厂子类来确定究竟应该实例化哪一个具体产品类。

  • 创建抽象产品类 ;

  • 创建具体产品类,继承抽象产品类;

  • 创建抽象工厂类

  • 创建工厂类,继承抽象工厂类,定义具体产品类的创建方法;

  • 通过调用具体工厂类的方法,从而创建不同具体产品类的实例

  • 当一个类不知道它所需要的对象的类时。使用者无需知道具体产品类的类名,只需要知道所对应的工厂即可;

  • 当一个类希望通过其子类来指定创建对象时。由子类来创建具体产品

  • 优点

    • 将创建实例的工作与使用实例的工作分开,实现了解耦;
    • 用户只需要关心所需产品对应的工厂,无须关心创建细节,甚至无须知道具体产品类的类名。
    • 加入新产品时,无须修改抽象工厂和抽象产品提供的接口,只要添加一个具体工厂和具体产品就可以了。这样更符合“开闭原则”。
  • 缺点

    • 在添加新产品时,需要编写新的具体产品类和工厂类,在一定程度上增加了系统的复杂度,
    • 引入抽象层,增加了系统的抽象性和理解难度
    • 一个具体工厂只能创建一种具体产品

UE4 中的工厂方法实践

  • 自定义工厂模式实践

    • 创建产品抽象类和产品具体类

      // 产品抽象类
      UCLASS(Abstract)
      class DESIGNPATTERNS_API UProductObject : public UObject
      {
          GENERATED_BODY()
      public:
          virtual void ShowInfo() { check(0 && "You must override this");  }
      };
      
      // 产品具体类A
      UCLASS()
      class DESIGNPATTERNS_API UProductA : public UProductObject
      {
          GENERATED_BODY()
      public:
          virtual void ShowInfo() override {
              UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__" This is a ProductA"));
          }
      };
      
      // 产品具体类B
      UCLASS()
      class DESIGNPATTERNS_API UProductB : public UProductObject
      {
          GENERATED_BODY()
      public:
          virtual void ShowInfo() override {
              UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__" This is a ProductB"));
          }
      };
    • 创建工厂抽象类和工厂具体类

      // 工厂抽象类
      UCLASS(Abstract)
      class DESIGNPATTERNS_API UFactoryObject : public UObject
      {
          GENERATED_BODY()
      public:
      virtual UProductObject* CreateNewProduct() {
          check(0 && "You must override this");
          return nullptr;
      }
      }; // 工厂具体类A UCLASS(Blueprintable,BlueprintType) class DESIGNPATTERNS_API UFactoryA : public UFactoryObject { GENERATED_BODY() public:
      virtual UProductObject* CreateNewProduct() override {
          return NewObject<UProductA>();
      }
      }; // 工厂具体类B UCLASS(Blueprintable, BlueprintType) class DESIGNPATTERNS_API UFactoryB : public UFactoryObject { GENERATED_BODY() public:
      virtual UProductObject* CreateNewProduct() override {
          return NewObject<UProductB>();
      }
      };
    • 调用

      // 调用测试用的Actor
      UCLASS()
      class DESIGNPATTERNS_API AFactoryActor : public AActor
      {
          GENERATED_BODY()
      public:
          UPROPERTY()
              UFactoryA* FactoryA;
      UPROPERTY()
          UFactoryB* FactoryB;
      
      void BeginPlay() override {
          // A 工厂生成 A 产品
          FactoryA = NewObject<UFactoryA>();
          UProductObject* ProductA = FactoryA->CreateNewProduct();
          ProductA->ShowInfo();
      // B 工厂生成 B 产品
      FactoryB = NewObject<UFactoryB>();
      UProductObject* ProductB = FactoryB->CreateNewProduct();
      ProductB->ShowInfo();
      }
      };
    • 调式输出

      LogTemp: Warning: UProductA::ShowInfo This is a ProductA
      LogTemp: Warning: UProductB::ShowInfo This is a ProductB

引擎自带工厂方法模式——自定义资源创建

  • 继承 UObject 自定义资产类

    UCLASS(Blueprintable, BlueprintType)
    class DESIGNPATTERNS_API UCustomAsset : public UObject
    {
        GENERATED_BODY()
    public:
        UPROPERTY(EditAnywhere)
            FString ProductName;
    };
  • 继承 UFactory 的工厂类

    • SupportedClass 指定资产类
    • FactoryCreatNew 重载资产类实例化

    UCLASS()
    class DESIGNPATTERNS_API UUEDefaultFactory : public UFactory
    {
        GENERATED_UCLASS_BODY()
    public:
    virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
    //virtual uint32 GetMenuCategories() const override; //4.25以前
    }; UUEDefaultFactory::UUEDefaultFactory(const class FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bCreateNew = true; bEditAfterNew = true; SupportedClass = UCustomAsset::StaticClass(); } UObject* UUEDefaultFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) { auto newProduct = NewObject<UCustomAsset>(InParent, InClass, InName, Flags); return newProduct; } //uint32 UUEDefaultFactory::GetMenuCategories() const //{ //return EAssetTypeCategories::Misc; //}
  • 自定义模块,并添加到工程中

    • 项目目录

      DesignPatterns
          └─ Source
                 ├─ DesignPatterns
                 │    ├─ DesignPatterns.Build.cs
                 │    ├─ DesignPatterns.cpp
                 │    ├─ DesignPatterns.h
                 │    ├─ DesignPatternsGameModeBase.cpp
                 │    ├─ DesignPatternsGameModeBase.h
                 │    └─ Patterns_Factory
                 │         ├─ FactoryObject.cpp
                 │         ├─ FactoryObject.h
                 │         ├─ ProductObject.cpp
                 │         ├─ ProductObject.h
                 │         ├─ UEDefaultFactory.cpp
                 │         └─ UEDefaultFactory.h
                 ├─ DesignPatternsEditor
                 │    ├─ DesignPatternsEditor.Build.cs
                 │    ├─ DesignPatternsEditor.cpp
                 │    └─ DesignPatternsEditor.h
                 ├─ DesignPatterns.Target.cs
                 └─ DesignPatternsEditor.Target.cs
    • 添加 DesignPatternsEditor 模块

      • 在Source目录下,分别添加 DesignPatternsEditor.Build.csDesignPatternsEditor.cppDesignPatternsEditor.h 三个文件

        • DesignPatternsEditor.Build.cs

          using UnrealBuildTool;
          
          public class DesignPatternsEditor : ModuleRules
          {
              public DesignPatternsEditor(ReadOnlyTargetRules Target) : base(Target)
              {
                  PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
              PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UnrealEd", "DesignPatterns"});
          PrivateDependencyModuleNames.AddRange(new string[] {  });
          
          // Uncomment if you are using Slate UI
          PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
          
          // Uncomment if you are using online features
          // PrivateDependencyModuleNames.Add("OnlineSubsystem");
          
          // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
          }
          }
        • DesignPatternsEditor.h

          • 4.25开始需要自定义 AssetTypeActions(继承自 FAssetTypeActions_Base),才可以在编辑器中找到

            #pragma once

            #include "CoreMinimal.h"
            #include "AssetTypeActions_Base.h"
            #include "DesignPatterns/Patterns_Factory/FactoryObject.h"

            class FDesignPatternsEditorModule : public IModuleInterface
            {
            public:

            /** IModuleInterface implementation */
            virtual void StartupModule() override;
            virtual void ShutdownModule() override;

            };

            class FAssetTypeActions_CustomAsset : public FAssetTypeActions_Base
            {

            public:
            FAssetTypeActions_CustomAsset(){}
            FAssetTypeActions_CustomAsset(EAssetTypeCategories::Type InAssetCategory);

            virtual FColor GetTypeColor() const override { return FColor(97, 85, 212); }
            virtual void OpenAssetEditor(const TArray<UObject*>& InObjects, TSharedPtr<class IToolkitHost> EditWithinLevelEditor = TSharedPtr<IToolkitHost>()) override;
            
            // IAssetTypeActions Implementation
            virtual FText GetName() const override { return FText::FromName(TEXT("Custom Asset")); }
            virtual UClass* GetSupportedClass() const override { return UCustomAsset::StaticClass(); }
            virtual uint32 GetCategories() override { return MyAssetCategory; }

            private:
            EAssetTypeCategories::Type MyAssetCategory;

            };

        • DesignPatternsEditor.cpp

          // Copyright Epic Games, Inc. All Rights Reserved.
          
          #include "DesignPatternsEditor.h"
          #include "Modules/ModuleManager.h"
          #include "IAssetTools.h"
          #include "AssetToolsModule.h"
          
          #define LOCTEXT_NAMESPACE "FDesignPatternsEditorModule"
          
          void FDesignPatternsEditorModule::StartupModule()
          {
              IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
              //定义资产的分类名
              EAssetTypeCategories::Type AssetCategory = AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("CustomKey")), FText::FromName(TEXT("CustomCategory")));
              TSharedPtr<FAssetTypeActions_CustomAsset> actionType = MakeShareable(new FAssetTypeActions_CustomAsset(AssetCategory));
              AssetTools.RegisterAssetTypeActions(actionType.ToSharedRef());
          }
          
          void FDesignPatternsEditorModule::ShutdownModule()
          {
              if (FModuleManager::Get().IsModuleLoaded("AssetTools"))
              {
                  IAssetTools& AssetTools = FModuleManager::Get().GetModuleChecked<FAssetToolsModule>("AssetTools").Get();
                  AssetTools.UnregisterAssetTypeActions(MakeShareable(new FAssetTypeActions_CustomAsset));
              }
          }
          
          FAssetTypeActions_CustomAsset::FAssetTypeActions_CustomAsset(EAssetTypeCategories::Type InAssetCategory)
          {
              MyAssetCategory = InAssetCategory;
          }
          
          void FAssetTypeActions_CustomAsset::OpenAssetEditor(const TArray<UObject*>& InObjects, TSharedPtr<class IToolkitHost> EditWithinLevelEditor /*= TSharedPtr<IToolkitHost>()*/)
          {
              FSimpleAssetEditor::CreateEditor(EToolkitMode::Standalone, EditWithinLevelEditor, InObjects);
          }
          
          #undef LOCTEXT_NAMESPACE
          IMPLEMENT_MODULE(FDesignPatternsEditorModule, DesignPatternsEditor);
      • 将模块加入到 项目名.uproject

        {
            "EngineAssociation": "4.26",
            "Modules": [
                ...,
                {
                    "Name": "DesignPatternsEditor",
                    "Type": "Editor",
                    "LoadingPhase": "Default",
                    "AdditionalDependencies": [
                        "Engine",
                        "CoreUObject",
                        "Slate",
                        "SlateCore",
                        "UnrealEd"
                    ]
                }
            ]
        }
      • 将模块加入到 项目名.Target.cs

        using UnrealBuildTool;
        using System.Collections.Generic;
        
        public class DesignPatternsEditorTarget : TargetRules
        {
            public DesignPatternsEditorTarget( TargetInfo Target) : base(Target)
            {
                Type = TargetType.Editor;
                DefaultBuildSettings = BuildSettingsVersion.V2;
                ExtraModuleNames.AddRange( new string[] { "DesignPatterns", "DesignPatternsEditor" } );
            }
        }
  • 测试结果


参考