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ChildHood/Source/ChildHood/Collection/CollectionCompleteWidget.cpp
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// ChildHood Project - 收集完成提示 UI 实现
// 三段时序:淡入 → 停留 → 淡出 → 移除(自管理,HUDComponent 按需创建后无需追踪)
#include "Collection/CollectionCompleteWidget.h"
#include "Components/TextBlock.h"
#include "Engine/World.h"
#include "TimerManager.h"
void UCollectionCompleteWidget::NativeOnInitialized()
{
Super::NativeOnInitialized();
}
void UCollectionCompleteWidget::NativeDestruct()
{
// 清理计时器:StayTimer/FadeOutTimer 的 lambda 捕获裸 this,Widget 销毁后 fire 会野指针
// (与 CollectionHUDComponent::EndPlay 同类卫生写法,防关卡切换/退 PIE 时的悬挂 timer)
if (UWorld* World = GetWorld())
{
World->GetTimerManager().ClearTimer(StayTimerHandle);
World->GetTimerManager().ClearTimer(FadeOutTimerHandle);
}
Super::NativeDestruct();
}
void UCollectionCompleteWidget::ShowComplete(const FString& Text, float DisplayDuration, float InFadeOutDuration)
{
CachedFadeOutDuration = InFadeOutDuration;
if (CompleteTextBlock)
{
CompleteTextBlock->SetText(FText::FromString(Text));
}
// 淡入
if (FadeInAnim)
{
PlayAnimation(FadeInAnim);
}
// 停留时长后触发淡出
if (UWorld* World = GetWorld())
{
World->GetTimerManager().SetTimer(StayTimerHandle, [this]()
{
StartFadeOut();
}, DisplayDuration, false);
}
}
void UCollectionCompleteWidget::StartFadeOut()
{
if (FadeOutAnim)
{
PlayAnimation(FadeOutAnim);
}
if (UWorld* World = GetWorld())
{
World->GetTimerManager().SetTimer(FadeOutTimerHandle, [this]()
{
OnFadeOutComplete();
}, CachedFadeOutDuration, false);
}
}
void UCollectionCompleteWidget::OnFadeOutComplete()
{
RemoveFromParent();
}