UE4和C++ 开发-组件开发

28 篇文章 0 订阅
28 篇文章 0 订阅

1、.cpp核心代码

#include "Public/SpaceShip.h"
#include "Components/StaticMeshComponent.h"
#include "Components/SphereComponent.h" 
#include "Camera/CameraComponent.h"
// Sets default values
ASpaceShip::ASpaceShip()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	ShipSM = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipSM"));
	RootComponent = ShipSM;

	CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("CollisionComp"));
	CollisionComp->SetupAttachment(RootComponent);

	CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));
	CameraComp->SetupAttachment(RootComponent);
}

 

2、.h核心代码

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "SpaceShip.generated.h"
class USphereComponent;
class UCameraComponent;



	UPROPERTY(VisibleAnywhere,Category="Component")
	USphereComponent*CollisionComp;
	UPROPERTY(VisibleAnywhere, Category = "Component")
	UStaticMeshComponent * ShipSM;
	UPROPERTY(VisibleAnywhere, Category = "Component")
	UCameraComponent*CameraComp;

 

 

1、.h代码

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "SpaceShip.generated.h"
class USphereComponent;
class UCameraComponent;
UCLASS()
class SPACESHIPBATTLE_API ASpaceShip : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	ASpaceShip();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

	UPROPERTY(VisibleAnywhere,Category="Component")
	USphereComponent*CollisionComp;
	UPROPERTY(VisibleAnywhere, Category = "Component")
	UStaticMeshComponent * ShipSM;
	UPROPERTY(VisibleAnywhere, Category = "Component")
	UCameraComponent*CameraComp;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
	
};

2.cpp代码

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


#include "Public/SpaceShip.h"
#include "Components/StaticMeshComponent.h"
#include "Components/SphereComponent.h" 
#include "Camera/CameraComponent.h"
// Sets default values
ASpaceShip::ASpaceShip()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	ShipSM = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipSM"));
	RootComponent = ShipSM;

	CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("CollisionComp"));
	CollisionComp->SetupAttachment(RootComponent);

	CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));
	CameraComp->SetupAttachment(RootComponent);
}

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

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

}

// Called to bind functionality to input
void ASpaceShip::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

}

 

 

 

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值