【UE4学习】04——官方教程代码

实现平台:win8.1  UE4.10


按教程练习。

----------------------------------------------

1、实现Pawn移动(input)

MyPawn.h

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

#pragma once

#include "GameFramework/Pawn.h"
#include "MyPawn.generated.h"

UCLASS()
class MYPROJECT2_BP_API AMyPawn : public APawn
{
	GENERATED_BODY()

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

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

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

	UPROPERTY(EditAnywhere)
		USceneComponent* OurVisibleComponent;
	
	void MoveForward(float Value);
	void MoveRight(float Value);
	void Bigger();
	void Smaller();

	bool bGrowing;
	FVector CurrentVelocity;
};
Mypawn.cpp

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

#include "MyProject2_BP.h"
#include "MyPawn.h"


// Sets default values
AMyPawn::AMyPawn()
{
 	// 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;

	AutoPossessPlayer = EAutoReceiveInput::Player0;

	RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("MyRootComponent"));
	UCameraComponent* Mycamera = CreateDefaultSubobject<UCameraComponent>(TEXT("OurCamera"));
	OurVisibleComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("OurVisibleComponent"));
	Mycamera->AttachTo(RootComponent);
	Mycamera->SetRelativeLocation(FVector(-250.0f, 0.0f, 250.0f));
	Mycamera->SetRelativeRotation(FRotator(-45.0f, 0, 0));
	OurVisibleComponent->AttachTo(RootComponent);


}

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

// Called every frame
void AMyPawn::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );
	float CurrentScale = OurVisibleComponent->GetComponentScale().X;
	if (bGrowing)
	{
		//  在一秒的时间内增长到两倍的大小
		CurrentScale += DeltaTime;
	}
	else
	{
		// 随着增长收缩到一半
		CurrentScale -= (DeltaTime * 0.5f);
	}
	// 确认永不低于起始大小,或增大之前的两倍大小。
	CurrentScale = FMath::Clamp(CurrentScale, 1.0f, 2.0f);
	OurVisibleComponent->SetWorldScale3D(FVector(CurrentScale));


// 基于"MoveX"和 "MoveY"坐标轴来处理移动
	if (!CurrentVelocity.IsZero())
	{
		FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime);
		SetActorLocation(NewLocation);
	}


}

// Called to bind functionality to input
void AMyPawn::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
	Super::SetupPlayerInputComponent(InputComponent);
	InputComponent->BindAction("Bigger", IE_Pressed, this, &AMyPawn::Bigger);
	InputComponent->BindAction("Smaller", IE_Pressed, this, &AMyPawn::Smaller);
	InputComponent->BindAxis("MoveForward", this, &AMyPawn::MoveForward);
	InputComponent->BindAxis("MoveRight", this, &AMyPawn::MoveRight);

}
void AMyPawn::MoveForward(float Value)
{
	CurrentVelocity.X = Value * 100.0f;
	
}
void AMyPawn::MoveRight(float Value)
{
	CurrentVelocity.Y = Value * 100.0f;
}

void AMyPawn::Bigger()
{
	bGrowing = true;
}

void AMyPawn::Smaller()
{
	bGrowing = false;
}


==============================================================================

2、实现相机自动切换(注意需要两个camera)

CameraDirector.h

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

#pragma once

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

UCLASS()
class MYPROJECT2_BP_API ACameraDirector : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ACameraDirector();

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

	UPROPERTY(EditAnywhere)
		AActor* CameraOne;

	UPROPERTY(EditAnywhere)
		AActor* CameraTwo;

	float TimeToNextCameraChange;
	
};

CameraDirector.cpp

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

#include "MyProject2_BP.h"
#include "CameraDirector.h"
#include "Kismet/GameplayStatics.h"

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

}

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

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

	const float TimeBetweenCameraChanges = 2.0f;
	const float SmoothBlendTime = 0.75;
	TimeToNextCameraChange -= DeltaTime;
	if (TimeToNextCameraChange<=0.0f)
	{
		TimeToNextCameraChange += TimeBetweenCameraChanges;

		APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);
		if (OurPlayerController)
		{
			if ((OurPlayerController->GetViewTarget() != CameraOne) && (CameraOne != nullptr))
			{
				// 立即切换到相机1。
				OurPlayerController->SetViewTarget(CameraOne);
			}
			else if ((OurPlayerController->GetViewTarget() != CameraTwo) && (CameraTwo != nullptr))
			{
				// 平滑地混合到相机2。
				OurPlayerController->SetViewTargetWithBlend(CameraTwo, SmoothBlendTime);
			}
		}

	}

}

==============================================================================


3、实现倒计时(timer)(注意宏的用法、C++与bluepringt交互)

CountDown.h

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

#pragma once

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

UCLASS()
class MYPROJECT2_BP_API ACountDown : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ACountDown();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;
	
	UPROPERTY(EditAnywhere, Category = "CountNumber")
	int32 CountDownTime;

	UTextRenderComponent* CountDownText;
	
	void UpdataTimerDisplay();
	
	void AdvanceTimer();

	UFUNCTION(BlueprintNativeEvent, Category = "CountNumber")
	void CountdownHasFinish();
    virtual void CountdownHasFinish_Implementation();
	
	FTimerHandle CountdownTimerhandle;

};

CountDown.cpp

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

#include "MyProject2_BP.h"
#include "CountDown.h"


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

	CountDownText = CreateDefaultSubobject<UTextRenderComponent>(TEXT("CountdownNumber"));
	CountDownText->SetHorizontalAlignment(EHTA_Center);
	CountDownText->SetWorldSize(150.0f);
	RootComponent = CountDownText;
	CountDownTime = 3.0f;
}

void ACountDown::UpdataTimerDisplay()
{
	CountDownText->SetText((FString::FromInt(FMath::Max(CountDownTime, 0))));
}

void ACountDown::AdvanceTimer()
{
	--CountDownTime;
	UpdataTimerDisplay();
	if (CountDownTime<1)
	{
		GetWorldTimerManager().ClearTimer(CountdownTimerhandle);
		CountdownHasFinish();
	}
}

//void ACountDown::CountdownHasFinish()
//{
//	//CountDownText->SetText(TEXT("GO!"));
//}
void ACountDown::CountdownHasFinish_Implementation()
{
	//Change to a special readout
	CountDownText->SetText(TEXT("GO!"));
}

// Called when the game starts or when spawned
void ACountDown::BeginPlay()
{
	Super::BeginPlay();
	UpdataTimerDisplay();
	GetWorldTimerManager().SetTimer(CountdownTimerhandle, this, &ACountDown::AdvanceTimer, 1.0f, true);
	
}

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

}

==============================================================================

4、Pwan与碰撞(粒子特效) 注意碰撞时,按下space才会产生火焰

ColisionPawn.h

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

#pragma once

#include "GameFramework/Pawn.h"
#include "ColisionPawn.generated.h"

UCLASS()
class MYPROJECT2_BP_API AColisionPawn : public APawn
{
	GENERATED_BODY()

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

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

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

	UParticleSystemComponent* MyParticleSystem;
	
	class UColisionPawnMovementComponent* MyMovementComponent;

	virtual UPawnMovementComponent* GetMovementComponent() const override;

	void MoveForward(float AxisValue);
	void MoveRight(float AxisValue);
	void Turn(float AxisValue);
	void ParticleToggle();
};
ColisionPawn.cpp
// Fill out your copyright notice in the Description page of Project Settings.

#include "MyProject2_BP.h"
#include "ColisionPawn.h"
#include "ColisionPawnMovementComponent.h"

// Sets default values
AColisionPawn::AColisionPawn()
{
 	// 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;

	// Our root component will be a sphere that reacts to physics
	USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent"));
	RootComponent = SphereComponent;
	SphereComponent->InitSphereRadius(40.f);
	SphereComponent->SetCollisionProfileName(TEXT("Pawn"));
	
	// Create and position a mesh component so we can see where our sphere is
	UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
	SphereVisual->AttachTo(SphereComponent);
	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
	if (SphereVisualAsset.Succeeded())	
	{
		SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
		SphereVisual->SetRelativeLocation(FVector(0, 0, 0));
		SphereVisual->SetWorldScale3D(FVector(0.8f));
	}

	// Create a particle system that we can activate or deactivate
	MyParticleSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MovementParticle"));
	MyParticleSystem->AttachTo(SphereVisual);
	MyParticleSystem->bAutoActivate = false;
	MyParticleSystem->SetRelativeLocation(FVector(-20.0f, 0.0f, 20.0f));
	static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleAsset(TEXT("/Game/StarterContent/Particles/P_Fire.P_Fire"));
	if (ParticleAsset.Succeeded())
	{
		MyParticleSystem->SetTemplate(ParticleAsset.Object);
	}

	// Use a spring arm to give the camera smooth, natural-feeling motion.
	USpringArmComponent* SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraAttachmentArm"));
	SpringArm->AttachTo(RootComponent);
	SpringArm->RelativeRotation = FRotator(-45.f, 0.f, 0.f);
	SpringArm->TargetArmLength = 400.0f;
	SpringArm->bEnableCameraLag = true;
	SpringArm->CameraLagSpeed = 3.0f;

	// Create a camera and attach to our spring arm
	UCameraComponent* MyCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("AcrualCamera"));
	MyCamera->AttachTo(SpringArm, USpringArmComponent::SocketName);

	// Take control of the default player
	AutoPossessPlayer = EAutoReceiveInput::Player0;

	// Create an instance of our movement component, and tell it to update the root.
	MyMovementComponent = CreateDefaultSubobject<UColisionPawnMovementComponent>(TEXT("CustomMovementComponent"));
	MyMovementComponent->UpdatedComponent = RootComponent;
}


UPawnMovementComponent* AColisionPawn::GetMovementComponent() const
{
	return MyMovementComponent;
}

void AColisionPawn::MoveForward(float AxisValue)
{
	if (MyMovementComponent && (MyMovementComponent->UpdatedComponent == RootComponent))
	{
		MyMovementComponent->AddInputVector(GetActorForwardVector() * AxisValue);
	}
}

void AColisionPawn::MoveRight(float AxisValue)
{
	if (MyMovementComponent && (MyMovementComponent->UpdatedComponent == RootComponent))
	{
		MyMovementComponent->AddInputVector(GetActorRightVector() * AxisValue);
	}
}

void AColisionPawn::Turn(float AxisValue)
{
	FRotator NewRotation = GetActorRotation();
	NewRotation.Yaw += AxisValue;
	SetActorRotation(NewRotation);
}

void AColisionPawn::ParticleToggle()
{
	if (MyParticleSystem && MyParticleSystem->Template)
	{
		MyParticleSystem->ToggleActive();
	}
}


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

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

}

// Called to bind functionality to input
void AColisionPawn::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
	Super::SetupPlayerInputComponent(InputComponent);

	InputComponent->BindAction("ParticleToggle", IE_Pressed, this, &AColisionPawn::ParticleToggle);
	InputComponent->BindAxis("MoveForward", this, &AColisionPawn::MoveForward);
	InputComponent->BindAxis("MoveRight", this, &AColisionPawn::MoveRight);
	InputComponent->BindAxis("Turn", this, &AColisionPawn::Turn);
}


ColisionPawnMovementComponent.h

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

#pragma once

#include "GameFramework/PawnMovementComponent.h"
#include "ColisionPawnMovementComponent.generated.h"

/**
 * 
 */
UCLASS()
class MYPROJECT2_BP_API UColisionPawnMovementComponent : public UPawnMovementComponent
{
	GENERATED_BODY()
public:
	virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction);
	
	
	
};

ColisionPawnMovementComponent.cpp

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

#include "MyProject2_BP.h"
#include "ColisionPawnMovementComponent.h"

void UColisionPawnMovementComponent::TickComponent(float DeltaTime, 
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