-运动的子弹就是给一个Actor加上一个速度
-伤害,点伤害
子弹
1.在头文件中添加组件
/** Sphere collision component */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Projectile, meta = (AllowPrivateAccess = "true"))
class UStaticMeshComponent* ProjectileMesh;
/** Projectile movement component */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
class UProjectileMovementComponent* ProjectileMovement;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
class UCapsuleComponent* AmmoCapsuleCom;//碰撞
2.添加头文件
#include "Components/CapsuleComponent.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "UObject/ConstructorHelpers.h"
#include "Components/StaticMeshComponent.h"
#include "Engine/StaticMesh.h"
#include "Engine/World.h"
3.构造函数
LeavesCapsuleCom = CreateDefaultSubobject<UCapsuleComponent>(TEXT("LeavesCapsule"));
RootComponent = AmmoCapsuleCom;//设置根组件
// Create mesh component for the projectile sphere
static ConstructorHelpers::FObjectFinder<UStaticMesh> ProjectileMeshAsset(TEXT("/YourPath/YourMesh.YourMesh"));
ProjectileMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ProjectileMesh0"));
ProjectileMesh->SetStaticMesh(ProjectileMeshAsset.Object);
ProjectileMesh->SetupAttachment(RootComponent);
// Use a ProjectileMovementComponent to govern this projectile's movement
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovement0"));
ProjectileMovement->bShouldBounce = false;//不反弹
ProjectileMovement->ProjectileGravityScale = 0.f; // No gravity
ProjectileMovement->Velocity = (FVector(0, 10000,0));//子弹的运动向量
ProjectileMovement->InitialSpeed = 1000.f;//初始速度
ProjectileMovement->MaxSpeed = 1000.f;//最大速度
ProjectileMovement->UpdatedComponent = ProjectileMesh;//实时更新,如果不加这句话,那么子弹一定存在3s,无论是不是发生碰撞调用销毁方法
InitialLifeSpan = 3.f;//设置子弹存在3s
现在生成子弹就可以运动啦!
伤害逻辑
需要调用委托
添加头文件
#include "GameFramework/DamageType.h"
1.头文件
/** Function to handle the projectile hitting something */
UFUNCTION()
void ActorOnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
UPROPERTY(EditDefaultsOnly)
TSubclassOf<UDamageType> DamageType;//伤害类型
int ValueOfDamage;//伤害值
2.构造函数
ProjectileMesh->OnComponentHit.AddDynamic(this, &AYourActor::ActorOnHit);//委托“AddDynamic”,进行动态监视,如果发生“OnComponentHit”,就调用ActorOnHit
ValueOfDamage = 10;
3.实现
①申请伤害
void AYourActor::ActorOnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
UGameplayStatics::ApplyPointDamage(OtherActor, ValueOfDamage, OtherActor->GetActorLocation(), Hit, nullptr, this, DamageType);
}
②接收伤害
头文件
virtual float TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, class AActor* DamageCauser) override;//重载
实现
float ARobot::TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, class AActor* DamageCauser)
{
const float ActualDamage = Super::TakeDamage(Damage, DamageEvent, EventInstigator, DamageCauser);
return ActualDamage;
}