区别与联系:SetVility()实现的更加广泛一些,而SetHiddenInGame()则是只在SceneComponent中有实现,意味着SetHiddenInGame()只能隐藏SceneComponent。SetVisibility()可以隐藏包括SceneComponent在内的很多东西(如UI组件)。一般来说能在场景中显示(看的见的)物体,都有SceneComponent,两种方法都可以达到目的,但是如果是一些SWeiget,SPanel,UWeiget等就只能通过SetVisibility()来做。
另外,在SceneComponent中两种方法的实现几乎是相同的。
void USceneComponent::SetVisibility(const bool bNewVisibility, const USceneComponent::EVisibilityPropagation PropagateToChildren) { bool bRecurseChildren = (PropagateToChildren == EVisibilityPropagation::Propagate); if ( bNewVisibility != GetVisibleFlag() ) { bRecurseChildren = bRecurseChildren || (PropagateToChildren == EVisibilityPropagation::DirtyOnly); SetVisibleFlag(bNewVisibility); OnVisibilityChanged(); } const TArray<USceneComponent*>& AttachedChildren = GetAttachChildren(); if (bRecurseChildren && AttachedChildren.Num() > 0) { // fully traverse down the attachment tree // we do it entirely inline here instead of recursing in case a primitivecomponent is a child of a non-primitivecomponent TInlineComponentArray<USceneComponent*, NumInlinedActorComponents> ComponentStack; // prime the pump ComponentStack.Append(AttachedChildren); while (ComponentStack.Num() > 0) { USceneComponent* const CurrentComp = ComponentStack.Pop(/*bAllowShrinking=*/ false); if (CurrentComp) { ComponentStack.Append(CurrentComp->GetAttachChildren()); if (PropagateToChildren == EVisibilityPropagation::Propagate) { CurrentComp->SetVisibility(bNewVisibility, EVisibilityPropagation::NoPropagation); } // Render state must be dirtied if any parent component's visibility has changed. Since we can't easily track whether // any parent in the hierarchy was dirtied, we have to mark dirty always. CurrentComp->MarkRenderStateDirty(); } } } }
void USceneComponent::SetHiddenInGame(const bool bNewHiddenGame, const USceneComponent::EVisibilityPropagation PropagateToChildren) { bool bRecurseChildren = (PropagateToChildren == EVisibilityPropagation::Propagate); if ( bNewHiddenGame != bHiddenInGame ) { bRecurseChildren = bRecurseChildren || (PropagateToChildren == EVisibilityPropagation::DirtyOnly); bHiddenInGame = bNewHiddenGame; OnHiddenInGameChanged(); } const TArray<USceneComponent*>& AttachedChildren = GetAttachChildren(); if (bRecurseChildren && AttachedChildren.Num() > 0) { // fully traverse down the attachment tree // we do it entirely inline here instead of recursing in case a primitivecomponent is a child of a non-primitivecomponent TInlineComponentArray<USceneComponent*, NumInlinedActorComponents> ComponentStack; // prime the pump ComponentStack.Append(AttachedChildren); while (ComponentStack.Num() > 0) { USceneComponent* const CurrentComp = ComponentStack.Pop(/*bAllowShrinking=*/ false); if (CurrentComp) { ComponentStack.Append(CurrentComp->GetAttachChildren()); if (PropagateToChildren == EVisibilityPropagation::Propagate) { CurrentComp->SetHiddenInGame(bNewHiddenGame, EVisibilityPropagation::NoPropagation); } // Render state must be dirtied if any parent component's visibility has changed. Since we can't easily track whether // any parent in the hierarchy was dirtied, we have to mark dirty always. CurrentComp->MarkRenderStateDirty(); } } } }