【UE4 设计模式】工厂方法模式 Factory Method Pattern 及自定义创建资源

时间:2022-08-11 16:09:37

概述

描述

  • 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。

    【UE4 设计模式】工厂方法模式 Factory Method Pattern 及自定义创建资源

套路

  • 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

使用场景

  • 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

优缺点

  • 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

    【UE4 设计模式】工厂方法模式 Factory Method Pattern 及自定义创建资源

    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

    【UE4 设计模式】工厂方法模式 Factory Method Pattern 及自定义创建资源


参考