Files
ChildHood/Source/ChildHood/Interaction/PickupNotificationWidget.cpp
T
starmen1265 645473022f 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>
2026-06-17 00:25:34 +08:00

68 lines
1.6 KiB
C++

// ChildHood Project - 拾取通知 UI 基类 实现
#include "Interaction/PickupNotificationWidget.h"
#include "Animation/WidgetAnimation.h" // UWidgetAnimation 完整定义(GetEndTime 需要完整类型)
#include "Components/TextBlock.h"
void UPickupNotificationWidget::NativeOnInitialized()
{
Super::NativeOnInitialized();
// 初始隐藏
SetVisibility(ESlateVisibility::Hidden);
}
void UPickupNotificationWidget::SetPickupText(const FString& Text)
{
if (PickupTextBlock)
{
PickupTextBlock->SetText(FText::FromString(Text));
}
}
void UPickupNotificationWidget::Show()
{
if (bIsVisible) return;
bIsVisible = true;
SetVisibility(ESlateVisibility::HitTestInvisible);
if (FadeInAnim)
{
PlayAnimation(FadeInAnim, 0.0f, 1, EUMGSequencePlayMode::Forward, 1.0f);
}
}
void UPickupNotificationWidget::Hide()
{
if (!bIsVisible) return;
// 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
const float FadeOutDuration = (FadeOutAnim ? FadeOutAnim->GetEndTime() : 0.2f);
if (FadeOutAnim)
{
PlayAnimation(FadeOutAnim, 0.0f, 1, EUMGSequencePlayMode::Forward, 1.0f);
}
if (UWorld* World = GetWorld())
{
// 捕获弱引用避免悬空 this
TWeakObjectPtr<UPickupNotificationWidget> WeakThis(this);
FTimerHandle TempHandle;
World->GetTimerManager().SetTimer(TempHandle, [WeakThis]()
{
if (UPickupNotificationWidget* Self = WeakThis.Get())
{
Self->bIsVisible = false;
Self->SetVisibility(ESlateVisibility::Hidden);
}
}, FadeOutDuration, false);
}
else
{
bIsVisible = false;
SetVisibility(ESlateVisibility::Hidden);
}
}