48 lines
4.0 KiB
Markdown
48 lines
4.0 KiB
Markdown
# UEndpointDispatcher
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## 基本信息
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- **类型**: UCLASS(BlueprintType)
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- **父类**: UObject
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- **源文件**: Plugins/CharacterControl/Source/CharacterControl/Public/CommandEndpoint.h
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- **模块**: CharacterControl
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## 功能概述
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Bridge object exposing endpoint delegates to Blueprint. Holds OnStateChanged and OnCommandOutput delegates, plus CurrentState. Provides NotifyStateChanged/OutputCommand wrapper UFUNCTIONs for Blueprint callers.
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## 设计用意
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Glue between C++ delegates and Blueprint VM. Blueprint endpoint implementations return this via GetEndpointDispatcher_BP. The ICommandEndpoint default C++ implementations all route through this dispatcher.
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## 职责范围
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Delegate bridge for Blueprint endpoints. Broadcasts state changes and command output to C++ observers. Does NOT implement endpoint logic.
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## 项目内依赖
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| 依赖项 | 关系 | 源文件 |
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|--------|------|--------|
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| (none) | | |
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## 对外接口
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UEndpointDispatcher 是蓝图端点与 C++ 委托系统之间的桥接对象。它暴露委托引用供 C++ 直接访问,同时提供 UFUNCTION 包装供蓝图调用。
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- **OnStateChanged** (FOnEndpointStateChanged, public field): C++ 直接访问的委托。当端点状态变更时广播。被 UCommandRouter 通过 BindDynamic 订阅以触发聚合更新
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- **OnCommandOutput** (FOnCommandOutput, public field): C++ 直接访问的委托。当端点输出命令时广播。被 UCommandRouter 订阅以转发端点产出的命令
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- **CurrentState** (FEndpointState, EditAnywhere, BlueprintReadWrite): 端点当前状态的副本,ICommandEndpoint::GetEndpointState 默认实现返回此字段
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- **NotifyStateChanged** (UFUNCTION, BlueprintCallable): 蓝图广播入口,调用后执行 OnStateChanged.ExecuteIfBound(NewState),C++ 订阅者收到通知
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- **OutputCommand** (UFUNCTION, BlueprintCallable): 蓝图广播入口,调用后执行 OnCommandOutput.ExecuteIfBound(Command),将命令推送到路由系统
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蓝图端点实现 ICommandEndpoint 时,需重写 GetEndpointDispatcher_BP 返回调度器实例。ICommandEndpoint 的 C++ 默认实现全部通过此调度器工作。
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## 使用方法
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UEndpointDispatcher 是 ICommandEndpoint 蓝图实现的内部机制:
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- **C++ 默认桥接**: `Plugins/CharacterControl/Source/CharacterControl/Private/CommandEndpoint.cpp:8-26` -- ICommandEndpoint 的四个纯虚函数默认实现全部通过 GetEndpointDispatcher_BP 获取调度器后委托执行
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- **GetEndpointState 默认实现**: `Plugins/CharacterControl/Source/CharacterControl/Private/CommandEndpoint.cpp:10` -- 返回 `Execute_GetEndpointDispatcher_BP(...)->CurrentState`
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- **ReceiveCommand 默认实现**: `Plugins/CharacterControl/Source/CharacterControl/Private/CommandEndpoint.cpp:25` -- 调用 `Execute_ReceiveCommand_BP(..., Command)`
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- **GetStateChangedDelegate 默认实现**: `Plugins/CharacterControl/Source/CharacterControl/Private/CommandEndpoint.cpp:15` -- 返回调度器的 OnStateChanged 引用
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- **NotifyStateChanged 内联**: `Plugins/CharacterControl/Source/CharacterControl/Public/CommandEndpoint.h:140-143` -- 函数体内直接 ExecuteIfBound
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- **OutputCommand 内联**: `Plugins/CharacterControl/Source/CharacterControl/Public/CommandEndpoint.h:146-149` -- 函数体内直接 ExecuteIfBound
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## 用例
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- **蓝图端点状态通知**: 蓝图端点实现类调用 NotifyStateChanged,调度器转发给所有绑定的 C++ 订阅者(如 UCommandRouter::OnRegisteredEndpointStateChanged),触发标签聚合更新
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- **蓝图端点命令输出**: 蓝图端点调用 OutputCommand 将命令包推入路由系统,调度器广播 OnCommandOutput,由 UCommandRouter::OnRegisteredEndpointOutputCommand 接收处理
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- **C++ 端点绕过调度器**: `Plugins/CharacterControl/Source/CharacterControl/Public/CommandRouter.h:22-25` -- UCommandRouter 作为 C++ 端点直接重写 GetEndpointState/ReceiveCommand 等方法,不使用调度器;`Plugins/CharacterControl/Source/CharacterControl/Public/EndpointComponent.h:30-33` -- UEndpointComponent 同样直接重写
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