5.摄像机,按键映射

目录

摄像机

利用按键映射实现摄像机的缩放

原视频地址:

【虚幻5】UE5C++零基础全网全流程开发从入门到进阶教程合集(持续跟新中)_哔哩哔哩_bilibili

摄像机

在pawn中加入头文

#include "GameFrameword/SpringArmComponent.h"
#include "Camera/CameraComponent.h"

并在pawn的头文件中声明组件属性

#include "Components/SceneComponent.h"
#include "GameFramework/SpringArmComponent.h"

添加组件


	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "MySceneComponent")
	USceneComponent* MyRoot;
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "MySceneComponent")
	USpringArmComponent* MyArm;
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "MySceneComponent")
	UCameraComponent* MyCamera;

在pawn的构造函数中初始化组件

	//在构造函数中初始化组件
	MyRoot = CreateDefaultSubobject<USceneComponent>(TEXT("MyRoot"));
	MyArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("MyArm"));
	MyCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("MyCamera"));

设置组件绑定关系,和空间位置

//组件之间的绑定关系
RootComponent = MyRoot;
MyArm->SetupAttachment(MyRoot);
MyCamera->SetupAttachment(MyArm);

//设置组件之间空间位置关系
FVector locatoin = FVector(0, 0, 0);
FRotator MyRotation = FRotator(-50,0,0);
FVector MyScale = FVector(1, 1, 1);
SetActorLocation(locatoin);
SetActorRotation(MyRotation);
SetActorScale3D(MyScale);

利用按键映射实现摄像机的缩放

重载MyPlayerController中SetupInputComponent方法

//定义
virtual void SetupInputComponent()override;
//实现
void AMyPlayerController::SetupInputComponent()
{
	Super::SetupInputComponent();
	InputComponent->BindAction("WheelUp",IE_Pressed,this, &AMyPlayerController::WheelUpFunction);
	InputComponent->BindAction("WheelDown", IE_Pressed, this, &AMyPlayerController::WheelDownFunction);
}

在unreal引擎中绑定按键到WheelUP 和 WheelDown上

实现我们绑定的WheelUpFunction和WheelDownFunction方法,用来当输入响应后所发生的事件

//MyPlayerController中的定义和实现
void WheelUpFunction();
void WheelDownFunction();

void AMyPlayerController::WheelUpFunction()
{
	if (GetPawn()) {
		AMyPawn* Mypawn = Cast<AMyPawn>(GetPawn());
		if (Mypawn) {
			Mypawn->Zoom(-1,20);
		}
	}
}

void AMyPlayerController::WheelDownFunction()
{
	if (GetPawn()) {
		AMyPawn* Mypawn = Cast<AMyPawn>(GetPawn());
		if (Mypawn) {
			Mypawn->Zoom(1, 20);
		}
	}
}

在我们pawn中实现Zoom方法,用来操控我们pawn的相机臂

//定义
UFUNCTION()
void Zoom(int direction,float speed);
//实现
void AMyPawn::Zoom(int direction, float speed)
{
	MyArm->TargetArmLength += (float)direction * speed;
	if (MyArm->TargetArmLength < 200)MyArm->TargetArmLength = 200;
	if (MyArm->TargetArmLength > 1000)MyArm->TargetArmLength = 1000;
}

 完整代码

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

#pragma once

#include "CoreMinimal.h"
#include "Components/SceneComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/Pawn.h"
#include "MyPawn.generated.h"

UCLASS()
class PROJECT001_API AMyPawn : public APawn
{
	GENERATED_BODY()
	
public:
	// Sets default values for this pawn's properties
	AMyPawn();

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

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

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


	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "MySceneComponent")
	USceneComponent* MyRoot;
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "MySceneComponent")
	USpringArmComponent* MyArm;
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "MySceneComponent")
	UCameraComponent* MyCamera;

	UFUNCTION()
	void Zoom(int direction,float speed);
};
//MyPawn.cpp
// Fill out your copyright notice in the Description page of Project Settings.


#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;
	//在构造函数中初始化组件
	MyRoot = CreateDefaultSubobject<USceneComponent>(TEXT("MyRoot"));
	MyArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("MyArm"));
	MyCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("MyCamera"));
	MyArm->bDoCollisionTest = false;//关闭相机臂的物理碰撞
	//组件之间的绑定关系
	RootComponent = MyRoot;
	MyArm->SetupAttachment(MyRoot);
	MyCamera->SetupAttachment(MyArm);

}

// Called when the game starts or when spawned
void AMyPawn::BeginPlay()
{
	Super::BeginPlay();
	//设置组件之间空间位置关系
	MyArm->TargetArmLength = 200;//初始化摄像机臂的长度
	FVector locatoin = FVector(0, 0, 0);
	FRotator MyRotation = FRotator(-50, 0, 0);
	FVector MyScale = FVector(1, 1, 1);

	SetActorLocation(locatoin);
	SetActorRotation(MyRotation);
	SetActorScale3D(MyScale);
}

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

}

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

void AMyPawn::Zoom(int direction, float speed)
{
	MyArm->TargetArmLength += (float)direction * speed;
	if (MyArm->TargetArmLength < 200)MyArm->TargetArmLength = 200;
	if (MyArm->TargetArmLength > 1000)MyArm->TargetArmLength = 1000;
}

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

#pragma once
#include "MyPawn.h"
#include "Blueprint/UserWidget.h"
#include "Components/StaticMeshComponent.h"
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "MyPlayerController.generated.h"

/**
 * 
 */
UCLASS()
class PROJECT001_API AMyPlayerController : public APlayerController
{
	GENERATED_BODY()
public:
	virtual void BeginPlay() override;
	virtual void SetupInputComponent()override;
	void WheelUpFunction();
	void WheelDownFunction();
};

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


#include "MyPlayerController.h"

void AMyPlayerController::BeginPlay()
{
	//Super::BeginPlay();
	//GEngine->AddOnScreenDebugMessage(-1, 5.0, FColor::Red, TEXT("MyPlayerController BeginPlay!"));
	//UClass *MyUserWidgetClass = LoadClass<UUserWidget>(NULL,TEXT("/Script/UMGEditor.WidgetBlueprint'/Game/BP_UserWidget.BP_UserWidget_C'"));
	//UUserWidget* MyUserWidget = nullptr;
	//MyUserWidget = CreateWidget<UUserWidget>(GetWorld(), MyUserWidgetClass);
	//MyUserWidget->AddToViewport();
}

void AMyPlayerController::SetupInputComponent()
{
	Super::SetupInputComponent();
	InputComponent->BindAction("WheelUp",IE_Pressed,this, &AMyPlayerController::WheelUpFunction);
	InputComponent->BindAction("WheelDown", IE_Pressed, this, &AMyPlayerController::WheelDownFunction);
}

void AMyPlayerController::WheelUpFunction()
{
	if (GetPawn()) {
		AMyPawn* Mypawn = Cast<AMyPawn>(GetPawn());
		if (Mypawn) {
			Mypawn->Zoom(-1,20);
		}
	}
}

void AMyPlayerController::WheelDownFunction()
{
	if (GetPawn()) {
		AMyPawn* Mypawn = Cast<AMyPawn>(GetPawn());
		if (Mypawn) {
			Mypawn->Zoom(1, 20);
		}
	}
}
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