Unreal 飞机大战

AirPlane.h

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "AirPlane.generated.h"

class USphereComponent;

UCLASS()
class PLANEWAR_API AAirPlane : public APawn
{
    GENERATED_BODY()

public:
    // Sets default values for this pawn's properties
    AAirPlane();
    UPROPERTY(VisibleAnywhere, Category = "Component")
    USphereComponent* CollisionComp;

    UPROPERTY(VisibleAnywhere, Category = "Component")
    UStaticMeshComponent* ShipSM;

    void MoveUp();
    void MoveRight();
protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;
    //声明AirPlane基本属性
    UPROPERTY(EditAnywhere, Category = "AirPlanValue")
    float moveSpeed;
    UPROPERTY(EditAnywhere, Category = "AirPlanValue")
    float hp;
    UPROPERTY(EditAnywhere, Category = "AirPlanValue")
    int shieldNum;

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

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

    //公共方法:
    void Move(float DeltaTime);
    void Attack();
    void UnderAttack();
    void Dead();
};
 

AirPlane.cpp

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


#include "AirPlane.h"
#include "Components/StaticMeshComponent.h"
#include "Components/SphereComponent.h"

// Sets default values
AAirPlane::AAirPlane()
{
     // 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;
    
    //初始化类属性
    moveSpeed = 1000;
    hp = 3;
    shieldNum = 0;

    //初始化一个Mesh,和一个Sphere碰撞体
    CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("CollisionComp"));
    RootComponent = CollisionComp;

    ShipSM = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipSM"));
    ShipSM->SetupAttachment(RootComponent);

}

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

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

}

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

}

void AAirPlane::Move(float DeltaTime)
{
}

void AAirPlane::Attack()
{
}

void AAirPlane::UnderAttack()
{
}

void AAirPlane::Dead()
{
}

PlayerAirPlane.h

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

#pragma once

#include "CoreMinimal.h"
#include "AirPlane.h"
#include "Weapon.h"
//#include "PlaneWeapon.h"
//#include "TheWeapon.h"
#include "PlayerAirPlane.generated.h"

/**
 * 
 */
UCLASS()
class PLANEWAR_API APlayerAirPlane : public AAirPlane
{
    GENERATED_BODY()

public:

    APlayerAirPlane();
    virtual void Tick(float DeltaTime) override;
    virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
    
    //玩家飞船类中的武器类
    /*UPROPERTY(EditAnywhere, Category = "Fire")
        TSubclassOf<AWeapon> TmpWeapon;*/
    UPROPERTY(EditAnywhere, Category = "Fire")
        AWeapon* TmpWeapon;

    /*UPROPERTY(EditAnywhere, Category = "TheWeapon")
        UTheWeapon* TheWeapon;*/

    //公共方法:
    void Move(float DeltaTime);
    void Attack();
    void UnderAttack();
    void Dead();

    //Player玩家类 新增方法*
    void MoveForward(float Value);
    void MoveRight(float Value);


protected:
    virtual void BeginPlay() override;

    
};

PlayerAirPlane.cpp

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


#include "PlayerAirPlane.h"
#include "Engine.h"
#include "GameFramework/PlayerController.h"

APlayerAirPlane::APlayerAirPlane()
{
    //实例化一个武器类
    //TmpWeapon = GetWorld()->SpawnActor<AWeapon>(APlayerAirPlane,FVector(0,0,0),FRotator::ZeroRotator);
    //TmpWeapon = GetWorld()->SpawnActor(AWeapon::StaticClass(), FTransform(), FRotator::ZeroRotator,FActorSpawnParameters());
    //TmpWeapon
    /*TmpWeapon1 = CreateDefaultSubobject<UWeaponComponent>(TEXT("Fire1"));
    TmpWeapon1->SetupAttachment(RootComponent);*/
    //TheWeapon
    /*TheWeapon = CreateDefaultSubobject<UTheWeapon>(TEXT("Fire1"));
    TheWeapon->SetupAttachment(RootComponent);*/
    TmpWeapon = CreateDefaultSubobject<AWeapon>(TEXT("Fire"));
    
}
//重写Pawn的移动类方法
void APlayerAirPlane::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);
    PlayerInputComponent->BindAxis("MoveForward", this, &APlayerAirPlane::MoveForward);
    PlayerInputComponent->BindAxis("MoveRight", this, &APlayerAirPlane::MoveRight);
    PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &APlayerAirPlane::Attack);
}

void APlayerAirPlane::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
    Move(DeltaTime);

}

//玩家移动的方法:获取虚拟轴的输入来确定移动
void APlayerAirPlane::Move(float DeltaTime)
{
    AddActorWorldOffset(ConsumeMovementInputVector() * moveSpeed * DeltaTime, true);
}
void APlayerAirPlane::Attack()
{
    UE_LOG(LogTemp, Log, TEXT("Plane Attacking!"));
    TmpWeapon->Attack();
    //if (TmpWeapon1)
    //{
    //    //TmpWeapon->FindFunctionByName();
    //    TmpWeapon1->Attack();
    //}
    

}
//获取用户输入的虚拟轴方法
void APlayerAirPlane::MoveForward(float Value)
{
    AddMovementInput(FVector::UpVector,Value);
    //UE_LOG(LogTemp, LOG, Error, TEXT("LogTemp->上下移动"));
    //UE_LOG(123, LOG, Error, TEXT("123的上下移动"));
    //UE_LOG(LogTemp, Log, TEXT("LogTemp->上下移动"));
}
void APlayerAirPlane::MoveRight(float Value)
{
    AddMovementInput(FVector::RightVector, Value);
}

void APlayerAirPlane::BeginPlay()
{
    Super::BeginPlay();
}

Bullet.h

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Bullet.generated.h"

class UProjectileMovementComponent;

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

    //声明默认根组件 和 Mesh
    UPROPERTY(VisibleAnywhere, Category = "Component")
    USceneComponent* RootComp;
    UPROPERTY(VisibleAnywhere, Category = "Component")
    UStaticMeshComponent* BulletSM;
    
    // 声明Tick,Move方法
    virtual void Tick(float DeltaTime) override;
    void Move(float DeltaTime);

    //声明变量
    UPROPERTY(EditAnywhere, Category = "Value")
        bool bIsEnemy;
    UPROPERTY(EditAnywhere, Category = "Value")
        float Speed;
    UPROPERTY(EditAnywhere, Category = "Value")
        float Damage;
    UPROPERTY(EditAnywhere, Category = "Value")
        float EfectX;

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

Bullet.cpp

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


#include "Bullet.h"
#include "PlayerAirPlane.h"
#include "UObject/ConstructorHelpers.h"
#include "Engine/CollisionProfile.h"
#include "Components/StaticMeshComponent.h"

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

    //初始化
    static ConstructorHelpers::FObjectFinder<UStaticMesh>BulletMesh(TEXT("/Game/Weapon_Pack/Mesh/Weapons/Weapons_Kit/SM_Mace.SM_Mace"));
    RootComp = CreateDefaultSubobject<USceneComponent>(TEXT("RootComp"));
    RootComponent = RootComp;
    BulletSM = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("BulletSM"));
    BulletSM ->SetupAttachment(RootComponent);
    BulletSM->SetCollisionProfileName(UCollisionProfile::Pawn_ProfileName);
    BulletSM->SetStaticMesh(BulletMesh.Object);
    

    /*ProjectileMovementComp = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovementComp"));*/
}

// Called when the game starts or when spawned
void ABullet::BeginPlay()
{
    Super::BeginPlay();
    
    Speed = 0.3;
    Damage = 1;
    bIsEnemy = false;
    EfectX = 1;
}

// Called every frame
void ABullet::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
    Move(DeltaTime);
}

void ABullet::Move(float DeltaTime)
{
    AddActorWorldOffset(FVector::ForwardVector * DeltaTime * Speed * EfectX);
}

Weapon.h

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Bullet.h"
#include "Weapon.generated.h"

UCLASS()
class PLANEWAR_API AWeapon : public AActor
{
    GENERATED_BODY()
    
public:    
    //武器类中的子弹类
    UPROPERTY(EditAnywhere, Category = "Fire")
        TSubclassOf<ABullet> TmpBullet;
    //子弹发射点
    UPROPERTY(VisibleAnywhere, Category = "Component")
        USceneComponent* SpawnPoint;
    
    //武器的Transform
    //

    // Sets default values for this actor's properties
    AWeapon();
    virtual void Tick(float DeltaTime) override;
    void Attack();


    //属性
    UPROPERTY(EditAnywhere, Category = "Fire")
    int BulletNum;
    UPROPERTY(EditAnywhere, Category = "Fire")
    float AttackPower;
    UPROPERTY(EditAnywhere, Category = "Fire")
    float FireInterval;
    //float FireInterval;

protected:

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

};
 

Weapon.cpp

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


#include "Weapon.h"
#include "Bullet.h"
#include "Engine.h"
#include "Engine/World.h"


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

    //开火位置
    SpawnPoint = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComp"));
    RootComponent = SpawnPoint;

    AttackPower = 1;
    BulletNum = 1;
    FireInterval = 0.5;
    
}

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

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

}

void AWeapon::Attack()
{
    UE_LOG(LogTemp, Log, TEXT("Weapon Attacking!"));
    FActorSpawnParameters SpawnParams;
    GetWorld()->SpawnActor<ABullet>(TmpBullet, SpawnPoint->GetComponentLocation(), SpawnPoint->GetComponentRotation(), SpawnParams);
}

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