fix(interaction): 修复Narrative Widget淡出后残留累积并解耦时长
对应 P-016 game-reviewer 审查建议(非阻塞关注项)两项: 1. [生命周期] ExecuteHideNarrative 删除 Hide() 后立即 CachedNarrativeWidget=nullptr 的那行,与 Pickup 路径对称;让 RemoveNarrativeWidget 能检测到残留 Widget 并 RemoveFromParent,修复每次交互循环视口残留实例累积。 2. [一致性] NarrativeTextWidget/PickupNotificationWidget 的 Hide() 淡出时长改为从 FadeOutAnim->GetEndTime() 读取(无动画回退 0.2f),消除与动画时长耦合的硬编码;lambda 捕获由 [this] 改为 [WeakThis](TWeakObjectPtr) 避免悬空。 补充:两个 cpp 添加 #include Animation/WidgetAnimation.h(GetEndTime 需要 UWidgetAnimation 完整类型,原仅有前向声明)。UE5.7 编译验证 Result:Succeeded,零 error/warning。 Co-Authored-By: Claude Opus 5.8 <noreply@anthropic.com>
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@@ -1,6 +1,7 @@
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// ChildHood Project - 拾取通知 UI 基类 实现
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#include "Interaction/PickupNotificationWidget.h"
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#include "Animation/WidgetAnimation.h" // UWidgetAnimation 完整定义(GetEndTime 需要完整类型)
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#include "Components/TextBlock.h"
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void UPickupNotificationWidget::NativeOnInitialized()
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@@ -36,18 +37,27 @@ void UPickupNotificationWidget::Hide()
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{
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if (!bIsVisible) return;
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// 淡出时长从 FadeOutAnim 实际时长读取,消除与动画时长耦合的硬编码
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const float FadeOutDuration = (FadeOutAnim ? FadeOutAnim->GetEndTime() : 0.2f);
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if (FadeOutAnim)
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{
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PlayAnimation(FadeOutAnim, 0.0f, 1, EUMGSequencePlayMode::Forward, 1.0f);
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}
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if (UWorld* World = GetWorld())
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{
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// 捕获弱引用避免悬空 this
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TWeakObjectPtr<UPickupNotificationWidget> WeakThis(this);
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FTimerHandle TempHandle;
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if (UWorld* World = GetWorld())
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World->GetTimerManager().SetTimer(TempHandle, [WeakThis]()
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{
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World->GetTimerManager().SetTimer(TempHandle, [this]()
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if (UPickupNotificationWidget* Self = WeakThis.Get())
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{
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bIsVisible = false;
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SetVisibility(ESlateVisibility::Hidden);
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}, 0.2f, false);
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}
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Self->bIsVisible = false;
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Self->SetVisibility(ESlateVisibility::Hidden);
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}
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}, FadeOutDuration, false);
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}
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else
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{
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