Epic 官方视频教程《 Battery Collector》源码+超详细注释【C++】【UE4】

视频教程链接:

优酷链接

油管链接 【需要梯子】

首先来看效果图:

1. 电池随机从天空掉落,玩家按C键收集电池的能量(闪电粒子效果)来补充血条(每秒都会自动衰减)

 

2.玩家的颜色随着血条的减少,逐渐变黑

 

3.当血条为空时,玩家(黑色的那一坨)死亡,游戏结束;如果玩家提前集满血条则获胜。

 

以下是完整的源代码,并配套详细解释:

Pickup.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once// 防止多次引用头文件

#include "GameFramework/Actor.h"
#include "Pickup.generated.h"	// 必须是最后 include 的头文件,它是UHT(Unreal Header Tool)根据你声明的宏自动生成的
// 该宏将类暴露给 Unreal 的反射系统,允许我们在运行时检查和迭代对象的属性(比如 GC 中的对对象引用计数的管理)
// 1. 意味着当你创建一个对象,UE4会帮助你进行内存管理(智能指针来自动对垃圾内存进行回收),但前提是遵循了 UE4 的构造/销毁规范(比如自己手动 new 出的对象就不能被 UE4 回收);
// 2. 默认使得该类可以被编辑器和蓝图访问;
// 3. 如果将 Bluerpintable 改为 Blueprinttype,那么该类在蓝图中就只能作为 variable 访问了。(还有 NotBlueprintType 类型;Blueprintable 和 BlueprintType 兼容)
UCLASS(Blueprintable) 
class BATTERYCOLLECTOR_API APickup : public AActor // BATTERYCOLLECTOR_API也是由UHT创建的宏,确保该类正确输出到 DLL 中
{
	GENERATED_BODY()// 导入一些 UE 系统需要的自动生成的方法。与 GENERATED_CLASS_BODY 的区别 http://blog.csdn.net/a359877454/article/details/52511893

	// 为类声明一个 Log Category
	DECLARE_LOG_CATEGORY_CLASS(Pickup, Log, All);

public:	
	// Sets default values for this actor's properties
	APickup();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

	// 返回 pickup 模型(注意,内联方法和UFUNCTION不兼容)
	FORCEINLINE class UStaticMeshComponent* GetMesh() const { return PickupMesh; }

	// BlueprintPure / BlueprintCallable 表示两者都可以从蓝图端被调用,
	// BlueprintPure 意味着该方法不会修改成员数据,且只要 output pin 被使用其就会执行(它也没有exec input pin);
	// 但 BlueprintCallable 的执行需要连接exec input pin ,然后结果由 output pin 输出。
	UFUNCTION(BlueprintPure, Category = "Pickup")
	bool IsActive();

	// 安全地修改 bIsActive 成员【UFUNCTION 的好处:1.通过添加一些额外的代码,使其可以被蓝图重写;2.在游戏运行时,可以通过命令行来调用,便于调试】
	UFUNCTION(BlueprintCallable, Category = "Pickup")
	void SetActive(bool NewPickupState);

	// 当 pickup 被收集时需要调用的方法
	// BlueprintNativeEvent:表示该方法既在 C++ 中定义一些行为,也可以被蓝图中定义一些行为 (C++方法为蓝图同名方法的父方法)
	// 注意和 BlueprintImplementableEvents 的区别(既可以通知蓝图有C++层的事件发生,还可以为它额外提供一些信息)
	UFUNCTION(BlueprintNativeEvent)
	void WasCollected();
	virtual void WasCollected_Implementation(); // ❤

protected:
	// pickup 是否被激活
	bool bIsActive;

private:
	// 关卡中的可拾取物(静态模型)—— pickup
	// 1. VisibleAnywhere:表示 PickupMesh 属性在 Class Defaults 和它的实例(将蓝图拖动到关卡中) 中都是可见的,但不可编辑【 参见 search “放大镜”右侧的 "Open Selection in Property Matrix" 图标】
        // http://blog.csdn.net/xi_niuniu/article/details/54409648
        // 
	// 2. 如果没有 AllowPrivateAccess 的话,BlueprintReadOnly 在 private 下就会编译失败(通常是 public),其作用使得 PickMesh 在蓝图编辑器中可以 Get 到

	// 3. BlueprintReadOnly :表示在蓝图下只能 Get,不能 Set; BlueprintDefaultsOnly: 表示在运行前蓝图中的默认值是可以修改的,但运行中蓝图就不能修改它
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Pickup", meta = (AllowPrivateAccess = "true"))
	class UStaticMeshComponent* PickupMesh;// Actor subobject
	
};

Pickup.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "BatteryCollector.h"		// 切记放在第一个
#include "Pickup.h"

DEFINE_LOG_CATEGORY_CLASS(APickup,  Pickup)
//#define _DEBUG_ 1

// Sets default values
APickup::APickup()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = false; // true

	// 所有 pickup 默认为 true
	bIsActive = true;

	// 创建一个静态模型
	PickupMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("PickupMesh"));// subobject的名字为“PickupMesh”
	RootComponent = PickupMesh;
}

// Called when the game starts or when spawned
void APickup::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void APickup::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );

}

bool APickup::IsActive()
{
	return bIsActive;
}


void APickup::SetActive(bool NewPickupState)
{
	bIsActive = NewPickupState;

}

void APickup::WasCollected_Implementation()
{
#ifdef _DEBUG_
	FString PickupDebugString = GetName();
	UE_LOG(Pickup, Warning, TEXT("You have collected %s"), *PickupDebugString);
#endif
}

BatteryPick.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "Pickup.h"
#include "BatteryPickup.generated.h"

/**
 * 
 */
UCLASS()
class BATTERYCOLLECTOR_API ABatteryPickup : public APickup
{
	GENERATED_BODY()
	
public:
	ABatteryPickup();
	
	// BlueprintNativeEvent
	void WasCollected_Implementation() override;

	// 获取 battery power(注意:此方法蓝图不可调用)
	float GetPower();

protected:
	// BlueprintProtected:表示只有继承了这个类的蓝图才可以修改这个变量
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
	float BatteryPower;

};

BatteryPick.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "BatteryCollector.h"		// 切记放在第一个
#include "BatteryPickup.h"

ABatteryPickup::ABatteryPickup()
{
	// 记得为 SM_Batter_Medium 设置 Collision
	GetMesh()->SetSimulatePhysics(true);

	BatteryPower = 150.f;
}

void ABatteryPickup::WasCollected_Implementation()
{
	// 调用父类的方法
	Super::WasCollected_Implementation();
	// 销毁 battery
	Destroy();// 相关方法:SetLifeSpan,允许在destroy方法调用之后,坚挺若干时间
}

float ABatteryPickup::GetPower()
{
	return BatteryPower;
}

 

SpawnVolume.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "GameFramework/Actor.h"
#include "SpawnVolume.generated.h"

UCLASS()
class BATTERYCOLLECTOR_API ASpawnVolume : public AActor
{
	GENERATED_BODY()
	
	DECLARE_LOG_CATEGORY_CLASS(SpawnVolume, Log, All);	// 为类声明一个 Log Category

public:	
	// Sets default values for this actor's properties
	ASpawnVolume();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

	FORCEINLINE class UBoxComponent* GetWhereToSpawn() const { return WhereToSpawn; }

	// 返回一个 BoxComponent 范围内的随机点
	// 注意:它不会改变 SpawnVolume,也不会改变 SpawnVolume 的行为
	UFUNCTION(BlueprintPure, Category = "Spawning")
	FVector GetRandomPointInVolume();

	// 是否继续产生电池
	UFUNCTION(BlueprintCallable, Category = "Spawning")
	void SetSpawningActive(bool bShouldSpawn);

protected:
	// 产生的 pickup,同时限制了蓝图上显示的类型必须是继承自 Pickup 类
	UPROPERTY(EditAnywhere, Category = "Spawning")
	TSubclassOf<class APickup> WhatToSpawn;// 具体可以参考 <UE4 Scripting with C++ Cookbook> p49 (NewObject<>, ConstructObject<>, ConditionalBeginDestroy)
        // 如果是自定义的C++类指针,且非UObject的派生类(已有引用计数),那么可以使用TSharedPtr, TWeakPtr, TAutoPtr(非线程安全)TScopedPointer 来自动管理内存
	// 计时器的句柄,可以用它来 cancel 定时器
	FTimerHandle SpawnTimer;

	// 最小延迟
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
	float SpawnDelayRangeLow;

	// 最大延迟
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
	float SpawnDelayRangeHigh;

private:
	// Box 组件,指定 Pickup 在哪里产生
	// VisibleAnywhere
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Spawning", meta = (AllowPrivateAccess = "true"))
	class UBoxComponent* WhereToSpawn;

	void SpawnPickup();

	// 真实的延迟
	float SpawnDelay;
};

SpawnVolume.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "BatteryCollector.h"		// 切记放在第一个

#include "EngineGlobals.h"
#include "Runtime/Engine/Classes/Engine/Engine.h"
//#include "UnrealMathUtility.h"
#include "Kismet/KismetMathLibrary.h"

#include "Pickup.h"
#include "SpawnVolume.h"


DEFINE_LOG_CATEGORY_CLASS(ASpawnVolume,  SpawnVolume)
//#define _DEBUG_ 1

// Sets default values
ASpawnVolume::ASpawnVolume()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = false;

	WhereToSpawn = CreateDefaultSubobject<UBoxComponent>(TEXT("WhereToSpawn"));
	RootComponent = WhereToSpawn;

	SpawnDelayRangeLow = 1.f;
	SpawnDelayRangeHigh = 4.5f;
}

// Called when the game starts or when spawned
void ASpawnVolume::BeginPlay()
{
	Super::BeginPlay();
}

// Called every frame
void ASpawnVolume::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );

}

FVector ASpawnVolume::GetRandomPointInVolume()
{
	FVector SpawnOrigin = WhereToSpawn->Bounds.Origin;
	FVector SpawnExtend = WhereToSpawn->Bounds.BoxExtent;

	// ❤
	//FBox box = FBox::BuildAABB(SpawnOrigin, SpawnExtend);
	//FVector SpawnRand = FMath::RandPointInBox(box);
	FVector SpawnRand = UKismetMathLibrary::RandomPointInBoundingBox(SpawnOrigin, SpawnExtend);

#ifdef _DEBUG_
	// Output Log
	//UE_LOG(SpawnVolume, 
	//	Warning, 
	//	TEXT("SpawnRand is (%3.2f, %3.2f, %3.2f)"), 
	//	SpawnRand.X, SpawnRand.Y, SpawnRand.Z);
	// Screen Log
	GEngine->AddOnScreenDebugMessage(-1, 
		5.f, 
		FColor::Yellow, 
		FString::Printf(TEXT("SpawnRand: x: %f, y: %f, z: %f"), 
			SpawnRand.X, SpawnRand.Y, SpawnRand.Z));
#endif
	return SpawnRand;
}

void ASpawnVolume::SpawnPickup()
{
	if (WhatToSpawn != NULL)
	{
		UWorld* const World = GetWorld();// 当前的 UWorld 实例
		if (World)
		{
			FActorSpawnParameters SpawnParams;
			SpawnParams.Owner = this;
			SpawnParams.Instigator = Instigator;

			// 随机 pickup 的位置
			FVector SpawnLocation = GetRandomPointInVolume();

			// 随机 pickup 的方向
			FRotator SpawnRotation;
			SpawnRotation.Pitch = FMath::FRand() * 360.f;	// 绕 Y 轴旋转 Right Axis
			SpawnRotation.Yaw = FMath::FRand() * 360.f;	// 绕 Z 轴旋转 Up Axis
			SpawnRotation.Roll = FMath::FRand() * 360.f;	// 绕 X 轴旋转 Forward Axis

			// 生产 pickup
			APickup* const SpawnedPickup = World->SpawnActor<APickup>(WhatToSpawn, SpawnLocation, SpawnRotation, SpawnParams);

			// 重新随机一个延时
			SpawnDelay = FMath::FRandRange(SpawnDelayRangeLow, SpawnDelayRangeHigh);
			// 绑定一个延时方法到全局计时器(不循环执行)
			GetWorldTimerManager().SetTimer(SpawnTimer, this, &ASpawnVolume::SpawnPickup, SpawnDelay, false);

		}
	}
}

void ASpawnVolume::SetSpawningActive(bool bShouldSpawn)
{
	if (bShouldSpawn)
	{
		// 随机一个延时
		SpawnDelay = FMath::FRandRange(SpawnDelayRangeLow, SpawnDelayRangeHigh);
		// 绑定一个延时方法到全局定时器(不循环执行),即在 SpawnDelay 秒之后执行 SpawnPickup 方法
		GetWorldTimerManager().SetTimer(SpawnTimer, this, &ASpawnVolume::SpawnPickup, SpawnDelay, false);
	}
	else
	{
		// 清除定时器
		GetWorldTimerManager().ClearTimer(SpawnTimer);
	}
}

BatteryCollectorGameMode.h

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/GameModeBase.h"
#include "BatteryCollectorGameMode.generated.h"

// 用于存储 gameplay 当前状态的枚举
UENUM(BlueprintType)
enum class EBatteryPlayState
{
	EPlaying,
	EGameOver,
	EWon,
	EUnknow
};

UCLASS(minimalapi)
class ABatteryCollectorGameMode : public AGameModeBase
{
	GENERATED_BODY()

	// 为类声明一个 Log Category
	DECLARE_LOG_CATEGORY_CLASS(BatteryCollectorGameMode, Log, All);

public:
	ABatteryCollectorGameMode();		// GameMode类负责定义游戏的规则

	// 该方法在构造方法之后,在 tick 方法之前执行,
	// 那时所有东西已经注册完毕了。
	// 确保执行该方法时 character 已经构建完成
	virtual void BeginPlay() override;

	virtual void Tick(float DeltaTime) override;

	UFUNCTION(BlueprintPure, Category = "Power")
	float GetPowerToWin() const;

	// 获取当前的游戏状态
	UFUNCTION(BlueprintPure, Category = "Power")
	EBatteryPlayState GetCurrentState() const;

	void SetCurrentState(EBatteryPlayState NewState);

protected:
	// character 的 power 的衰减率
	//(可以通过设置不同的衰减率,设计不同难度的关卡,只需要切换GameMode即可)
	// 该属性只有Class Defulats Detail 窗口可以编辑,拖入关卡的蓝图实例 Detail 窗口无法编辑(如果可拖拽到关卡中)
	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
	float DecayRate;

	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
	float PowerToWin;

	// 用于 HUD 的 Widget 类(限制必须继承与 UUserWidget)
	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
	TSubclassOf<class UUserWidget> HUDWidgetClass;

	// HUD 实例
	UPROPERTY()	// 利用 GC 【GetWorld()->ForceGarbageCollection(true) 会强制 GC】
	class UUserWidget* CurrentWidget;	

private:
	// 记录当前游戏的状态
	EBatteryPlayState CurrentState;
	// 记录关卡中所有的 SpawnActor 【即使不想在蓝图中编辑,也最好声明为 UPROPERTY(),让UE4管理 TArray 的内存】
	TArray<class ASpawnVolume*> SpawnVolumeActors;

	void HandleNewState(EBatteryPlayState NewState);

};


BatteryCollectorGameMode.cpp

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

#include "BatteryCollector.h"	// 切记放在第一个

#include "EngineGlobals.h"
#include "Runtime/Engine/Classes/Engine/Engine.h"
#include "Kismet/GameplayStatics.h"
#include "Runtime/UMG/Public/Blueprint/UserWidget.h"	// 不是 <Blueprint/UserWidget>

#include "BatteryCollectorGameMode.h"
#include "BatteryCollectorCharacter.h"
#include "SpawnVolume.h"

//#define _DEBUG_ 1
DEFINE_LOG_CATEGORY_CLASS(ABatteryCollectorGameMode, BatteryCollectorGameMode)

ABatteryCollectorGameMode::ABatteryCollectorGameMode()
{
	PrimaryActorTick.bCanEverTick = true;	// ❤

	// 将蓝图玩家类设为默认的 pawn class。 类似还有 ContructorHelpers::FObjectFinder,用于 Load Asset
	static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter"));
	if (PlayerPawnBPClass.Class != NULL)
	{
		DefaultPawnClass = PlayerPawnBPClass.Class;
	}

	DecayRate = .01f;	// 0.01f;
}

void ABatteryCollectorGameMode::BeginPlay()
{
	Super::BeginPlay();

	// 查找所有的 Spawn Volume Actor
	TArray<AActor*> FoundActors;
	// GetWorld 返回缓存的世界指针;
	// 返回指定的类在世界中的所有 actor;
	// 该方法会遍历整个关卡,比较耗性能
	UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASpawnVolume::StaticClass(), FoundActors);

	for (auto Actor : FoundActors)
	{
		// 如果转换成功,即该 Actor 是 SpawnVolumeActor 类型
		ASpawnVolume* SpawnVolumeActor = Cast<ASpawnVolume>(Actor);
		if (SpawnVolumeActor)
		{
			// 确保不会重复添加
			SpawnVolumeActors.AddUnique(SpawnVolumeActor);
		}
	}

	// 初始设置游戏状态
	SetCurrentState(EBatteryPlayState::EPlaying);

	ABatteryCollectorCharacter* MyCharacter = Cast<ABatteryCollectorCharacter>(UGameplayStatics::GetPlayerPawn(this, 0));
	if (MyCharacter)
	{
		PowerToWin = MyCharacter->GetInitialPower() * 1.25f;
	}

	// UMG
	if(HUDWidgetClass != nullptr)
	{
		CurrentWidget = CreateWidget<UUserWidget>(GetWorld(), HUDWidgetClass);
		if (CurrentWidget != nullptr)
		{
			CurrentWidget->AddToViewport();
		}
	}
}

void ABatteryCollectorGameMode::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

#ifdef _DEBUG_
	// Screen Log
	//GEngine->AddOnScreenDebugMessage(-1, 
	//	5.f, 
	//	FColor::Red, 
	//	FString::Printf(TEXT("GameMode: %s"), TEXT("Tick")));

		GEngine->AddOnScreenDebugMessage(-1, 
		5.f, 
		FColor::Red, 
		FString::Printf(TEXT("GameMode: Tick")));
#endif

	// 获取指定 index 的 player pawn,并转化为 ABatteryCollectorCharacter
	ABatteryCollectorCharacter* MyCharacter = Cast<ABatteryCollectorCharacter>(UGameplayStatics::GetPlayerPawn(this, 0));
	if (MyCharacter)
	{
		// 如果玩家的能量已经集齐到一定值则胜利
		if (MyCharacter->GetCurrentPower() > PowerToWin)
		{
			SetCurrentState(EBatteryPlayState::EWon);
		}
		// 如果玩家能量为正
		else if (MyCharacter->GetCurrentPower() > 0.f)
		{
			// 玩家能量随时间衰减
			MyCharacter->UpdatePower(-DeltaTime*DecayRate*(MyCharacter->GetInitialPower()));
		}
		else
		{
			SetCurrentState(EBatteryPlayState::EGameOver);
		}
			
	}
}

float ABatteryCollectorGameMode::GetPowerToWin() const
{
	return PowerToWin;
}

EBatteryPlayState ABatteryCollectorGameMode::GetCurrentState() const
{
	return CurrentState;
}

void ABatteryCollectorGameMode::SetCurrentState(EBatteryPlayState NewState)
{
	CurrentState = NewState;

	HandleNewState(CurrentState);
}


void ABatteryCollectorGameMode::HandleNewState(EBatteryPlayState NewState)
{
	switch (NewState)
	{
		case EBatteryPlayState::EPlaying:
		{
			for (ASpawnVolume* Volume : SpawnVolumeActors)
			{
				Volume->SetSpawningActive(true);
			}
		}
		break;
		case EBatteryPlayState::EWon:
		{
			for (ASpawnVolume* Volume : SpawnVolumeActors)
			{
				Volume->SetSpawningActive(false);
			}
		}
		break;
		case EBatteryPlayState::EGameOver:
		{
			for (ASpawnVolume* Volume : SpawnVolumeActors)
			{
				Volume->SetSpawningActive(false);
			}

			APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0);
			if (PlayerController)
			{
				// 禁用部分输入,但不会隐藏玩家和 HUD
				PlayerController->SetCinematicMode(true, false, false, true, true);
			}

			// 加入布娃娃系统
			// 必须确保它是 Chacater 而不是 Pawn,因为 Character 具有额外的动作和骨骼模型
			ACharacter* MyCharacter = UGameplayStatics::GetPlayerCharacter(this, 0);
			if (MyCharacter)
			{
				// 使得玩家可以像布娃娃一样“摊倒”
				//(确保 Mannequin/Character/Mesh/ 目录下的 SK_Mannequin 已创建了 Physics Asset)
				// (确保 ThirdPersonCPP/Blueprints/ 目录下的 ThirdPersonCharacter,其中 Mesh 组件的 Collision 被激活 [自定义预设])
				MyCharacter->GetMesh()->SetSimulatePhysics(true);
				// 禁用跳跃动作
				MyCharacter->GetMovementComponent()->MovementState.bCanJump = false;
			}
		}
		break;
		default:
		case EBatteryPlayState::EUnknow:
		{
			// 保留
		}
		break;
	}
}

BatteryCollectorCharacter.h

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Character.h"
#include "BatteryCollectorCharacter.generated.h"

UCLASS(config=Game)
class ABatteryCollectorCharacter : public ACharacter
{
	GENERATED_BODY()

	/** Camera boom positioning the camera behind the character */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class USpringArmComponent* CameraBoom;

	/** Follow camera */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class UCameraComponent* FollowCamera;

	// CollectionSphere 组件
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Power, meta = (AllowPrivateAccess = "true"))
	class USphereComponent* CollectionSphere;

public:
	ABatteryCollectorCharacter();

	/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
	float BaseTurnRate;

	/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
	float BaseLookUpRate;

	// power 的 Getter 和 Setter
	UFUNCTION(BlueprintPure, Category = "Power")
	float GetInitialPower();

	UFUNCTION(BlueprintPure, Category = "Power")
	float GetCurrentPower();

	UFUNCTION(BlueprintCallable, Category = "Power")
	void UpdatePower(float PowerChange);

protected:

	/** Resets HMD orientation in VR. */
	void OnResetVR();

	/** Called for forwards/backward input */
	void MoveForward(float Value);

	/** Called for side to side input */
	void MoveRight(float Value);

	/** 
	 * Called via input to turn at a given rate. 
	 * @param Rate	This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
	 */
	void TurnAtRate(float Rate);

	/**
	 * Called via input to turn look up/down at a given rate. 
	 * @param Rate	This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
	 */
	void LookUpAtRate(float Rate);

	/** Handler for when a touch input begins. */
	void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);

	/** Handler for when a touch input stops. */
	void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);

	// APawn interface
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
	// End of APawn interface

	// 按下按键,收集一个在 collection sphere 范围内的 pickup
	UFUNCTION(BlueprintCallable, Category = "Pickups")
	void CollectPickups();

	// character 初始的 power
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
	float InitialPower;

	// 玩家的速度因子
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
	float SpeedFactor;

	// 基础速度
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
	float BaseSpeed;

	// BlueprintImplementableEvent:定义一个蓝图事件, 意味着我们不用在 C++ 中定义该方法,交给蓝图去实现
	UFUNCTION(BlueprintImplementableEvent, Category = "Power")
	void PowerChangeEffect();

private:
	// character 当前的 power
	UPROPERTY(VisibleAnywhere, Category="Power")
	float CharacterPower;

public:
	/** Returns CameraBoom subobject **/
	FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }

	/** Returns FollowCamera subobject **/
	FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }

	// 返回 CollectionSphere 组件
	FORCEINLINE class USphereComponent* GetCollectionSphere() const { return CollectionSphere; }
};

BatteryCollectorCharacter.cpp

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

#include "BatteryCollector.h"		// 切记放在第一个

#include "Kismet/HeadMountedDisplayFunctionLibrary.h"

#include "BatteryCollectorCharacter.h"
#include "Pickup.h"
#include "BatteryPickup.h"

//
// ABatteryCollectorCharacter

ABatteryCollectorCharacter::ABatteryCollectorCharacter()
{
    // Set size for collision capsule
    GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);

    // set our turn rates for input
    BaseTurnRate = 45.f;
    BaseLookUpRate = 45.f;

    // Don't rotate when the controller rotates. Let that just affect the camera.
    bUseControllerRotationPitch = false;
    bUseControllerRotationYaw = false;
    bUseControllerRotationRoll = false;

    // Configure character movement
    GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
    GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
    GetCharacterMovement()->JumpZVelocity = 600.f;
    GetCharacterMovement()->AirControl = 0.2f;

    // Create a camera boom (pulls in towards the player if there is a collision)
    CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
    CameraBoom->SetupAttachment(RootComponent);
    CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
    CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller

    // Create a follow camera
    FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
    FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
    FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm

    // 创建 collection sphere 组件
    CollectionSphere = CreateDefaultSubobject<USphereComponent>(TEXT("CollectionSphere"));
    // 并将其添加到 RootComponent 上
    //CollectionSphere->AttachTo(RootComponent);	// 过时的方法
    // https://forums.unrealengine.com/showthread.php?112644-4-12-Transition-Guide
    CollectionSphere->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform);
    // collection sphere 的半径范围
    CollectionSphere->SetSphereRadius(200.f);

    // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
    // are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)

    // 为 power 赋值
    InitialPower = 2000.f;
    CharacterPower = InitialPower;

	SpeedFactor = .75f;
	BaseSpeed = 10.f;


}

//
// Input

void ABatteryCollectorCharacter::SetupPlayerInputComponent(class UInputComponent *PlayerInputComponent)
{
    // Set up gameplay key bindings
    check(PlayerInputComponent);
    PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
    PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);

    // Collect 键盘响应事件的绑定(Action 用于短促的响应,Axis 用于持续的响应)
    PlayerInputComponent->BindAction("Collect", IE_Pressed, this, &ABatteryCollectorCharacter::CollectPickups);

    PlayerInputComponent->BindAxis("MoveForward", this, &ABatteryCollectorCharacter::MoveForward);
    PlayerInputComponent->BindAxis("MoveRight", this, &ABatteryCollectorCharacter::MoveRight);

    // We have 2 versions of the rotation bindings to handle different kinds of devices differently
    // "turn" handles devices that provide an absolute delta, such as a mouse.
    // "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
    PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
    PlayerInputComponent->BindAxis("TurnRate", this, &ABatteryCollectorCharacter::TurnAtRate);
    PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
    PlayerInputComponent->BindAxis("LookUpRate", this, &ABatteryCollectorCharacter::LookUpAtRate);

    // handle touch devices
    PlayerInputComponent->BindTouch(IE_Pressed, this, &ABatteryCollectorCharacter::TouchStarted);
    PlayerInputComponent->BindTouch(IE_Released, this, &ABatteryCollectorCharacter::TouchStopped);

    // VR headset functionality
    PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &ABatteryCollectorCharacter::OnResetVR);
}


void ABatteryCollectorCharacter::OnResetVR()
{
    UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}

void ABatteryCollectorCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
    Jump();
}

void ABatteryCollectorCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
    StopJumping();
}

void ABatteryCollectorCharacter::TurnAtRate(float Rate)
{
    // calculate delta for this frame from the rate information
    AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}

void ABatteryCollectorCharacter::LookUpAtRate(float Rate)
{
    // calculate delta for this frame from the rate information
    AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}

void ABatteryCollectorCharacter::MoveForward(float Value)
{
    if ((Controller != NULL) && (Value != 0.0f))
    {
        // find out which way is forward
        const FRotator Rotation = Controller->GetControlRotation();
        const FRotator YawRotation(0, Rotation.Yaw, 0);

        // get forward vector
        const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
        AddMovementInput(Direction, Value);
    }
}

void ABatteryCollectorCharacter::MoveRight(float Value)
{
    if ( (Controller != NULL) && (Value != 0.0f) )
    {
        // find out which way is right
        const FRotator Rotation = Controller->GetControlRotation();
        const FRotator YawRotation(0, Rotation.Yaw, 0);

        // get right vector
        const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
        // add movement in that direction
        AddMovementInput(Direction, Value);
    }
}

void ABatteryCollectorCharacter::CollectPickups()
{
    // 遍历所有覆盖区域内的 Actor,将它们存储进数组
    TArray<AActor *> CollectedActors;
    CollectionSphere->GetOverlappingActors(CollectedActors);

	// 记录收集的电池的能量
	float CollectedPower = 0.f;

    // 遍历数组
    for (int32 iCollected = 0; iCollected < CollectedActors.Num(); ++iCollected )
    {
        // 将 Actor 转化为 APickup
        APickup *const TestPickup = Cast<APickup>(CollectedActors[iCollected]);
        // 检查转化是否成功,还有  pickup 是否即将被销毁,是否是激活状态
        if (TestPickup && !TestPickup->IsPendingKill() && TestPickup->IsActive())
        {
            // 收集 pickup(注意:此处不是调用的 xxx_Implementation)
            TestPickup->WasCollected();

			// 检查 pickup 是否是电池
			ABatteryPickup* const TestBattery = Cast<ABatteryPickup>(TestPickup);
			if (TestBattery)
			{
				// 累加收集的能量
				CollectedPower += TestBattery->GetPower();
			}

            // 冻结 pickup
            TestPickup->SetActive(false);
        }
    }

	if (CollectedPower > 0.f)
	{
		UpdatePower(CollectedPower);
	}

}

float ABatteryCollectorCharacter::GetInitialPower()
{
    return InitialPower;
}

float ABatteryCollectorCharacter::GetCurrentPower()
{
    return CharacterPower;
}

void ABatteryCollectorCharacter::UpdatePower(float PowerChange)
{
    CharacterPower = CharacterPower + PowerChange;
	// 所有 Character类都有 GetCharacterMovement 方法
	// 根据 power 更新玩家的速度
	GetCharacterMovement()->MaxWalkSpeed = BaseSpeed + SpeedFactor * CharacterPower;

	// 调用蓝图实现的方法
	PowerChangeEffect();
}


以及 蓝图 的设计

Battery_BP

ThirdPersonCharacter 的 Construction Scirpt

注意:该材质是动态材质实例(Dynamic Material Instance),可以实时改变

Construction Script 是一种当绑定对象上的属性发生变化就会执行的脚本(不包括关卡中的移动),和 C++ 中的构造函数有点相似

ThirdPersonCharacter

BatteryHUD

附 

UE_LOG 的使用方法

字符串处理 

为什么要用 TSubclassOf
 

(完)

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