Gameplay Ability 学习(二)
实现用Gameplay Ability给角色绑定跳跃技能
给角色添加技能数组
/* 技能数组 */
UPROPERTY(EditAnywhere,BlueprintReadWrite, Category = "Character Abilities")
TArray<TSubclassOf<class UGameplayAbility>> PreloadedAbilities;
重写BeginPlay
首先删除BeginPlay绑定输入的代码,保存编译运行,可以看到角色无法控制,也不能跳。
然后修改成如下代码:
void ARPGCharacterBase::BeginPlay()
{
Super::BeginPlay();
if(AbilitySystem != nullptr)
{
if(PreloadedAbilities.Num() > 0)
{
for(auto i =0;i < PreloadedAbilities.Num(); i++)
{
if(PreloadedAbilities[i] != nullptr)
{
// 实例化技能并传给AbilitySystemComp里面记录下来,那么当前角色掌握了该技能
AbilitySystem->GiveAbility(FGameplayAbilitySpec(PreloadedAbilities[i].GetDefaultObject(),1,0));
}
}
}
// 每次添加新技能都要初始化技能信息
AbilitySystem->InitAbilityActorInfo(this,this);
}
}
创建一个GameplayAbility的蓝图类
命名为GA_Jump
编辑该蓝图如下:
角色蓝图添加技能
打开角色蓝图,勾选 显示继承变量,可以显示出PreloadedAbilities
添加GA_Jump
使用GameplayTag调用技能
打开项目设置,选择GameplayTags,添加一个Jump标签
继续编辑GA_Jump蓝图,给技能绑定Jump Tag
- Ability Tags: 召唤或取消这个技能所需的标签,可以理解为这个技能的名字或种类名。
- Block Abilities with Tag:是指当这个技能被激活时,拥有该标签的其它标签将不能被激活,我把它设为Jump是为了防止当一个跳跃技能未完成前再次触发一个跳跃技能。
设置技能按键
角色调用技能
进入角色蓝图,给技能按键调用技能
编译保存运行,可以看到触发绑定的按键角色跳起来了。
完整的GASDemoCharacter.h
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "InputActionValue.h"
#include "AbilitySystemInterface.h"
#include "AbilitySystemComponent.h"
#include "GASDemoCharacter.generated.h"
UCLASS(config=Game)
class AGASDemoCharacter : public ACharacter, public IAbilitySystemInterface
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputMappingContext* DefaultMappingContext;
/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* JumpAction;
/** Move Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* MoveAction;
/** Look Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* LookAction;
public:
/** 添加AbilitySystem */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="CharacterBase")
UAbilitySystemComponent* AbilitySystem;
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const;
/* 技能数组 */
UPROPERTY(EditAnywhere,BlueprintReadWrite, Category = "Character Abilities")
TArray<TSubclassOf<class UGameplayAbility>> PreloadedAbilities;
public:
AGASDemoCharacter();
protected:
/** Called for movement input */
void Move(const FInputActionValue& Value);
/** Called for looking input */
void Look(const FInputActionValue& Value);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// To add mapping context
virtual void BeginPlay() override;
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};
完整的GASDemoCharacter.cpp
// Copyright Epic Games, Inc. All Rights Reserved.
#include "GASDemoCharacter.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
//
// AGASDemoCharacter
UAbilitySystemComponent* AGASDemoCharacter::GetAbilitySystemComponent() const
{
return AbilitySystem;
}
AGASDemoCharacter::AGASDemoCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate
// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
// instead of recompiling to adjust them
GetCharacterMovement()->JumpZVelocity = 700.f;
GetCharacterMovement()->AirControl = 0.35f;
GetCharacterMovement()->MaxWalkSpeed = 500.f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
AbilitySystem = CreateDefaultSubobject<UAbilitySystemComponent>("AbilitySystem");
}
void AGASDemoCharacter::BeginPlay()
{
// Call the base class
Super::BeginPlay();
if(AbilitySystem != nullptr)
{
if(PreloadedAbilities.Num() > 0)
{
for(auto i =0;i < PreloadedAbilities.Num(); i++)
{
if(PreloadedAbilities[i] != nullptr)
{
// 实例化技能并传给AbilitySystemComp里面记录下来,那么当前角色掌握了该技能
AbilitySystem->GiveAbility(FGameplayAbilitySpec(PreloadedAbilities[i].GetDefaultObject(),1,0));
}
}
}
// 每次添加新技能都要初始化技能信息
AbilitySystem->InitAbilityActorInfo(this,this);
}
}
//
// Input
void AGASDemoCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) {
//Jumping
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
//Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AGASDemoCharacter::Move);
//Looking
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AGASDemoCharacter::Look);
}
}
void AGASDemoCharacter::Move(const FInputActionValue& Value)
{
// input is a Vector2D
FVector2D MovementVector = Value.Get<FVector2D>();
if (Controller != nullptr)
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
// get right vector
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement
AddMovementInput(ForwardDirection, MovementVector.Y);
AddMovementInput(RightDirection, MovementVector.X);
}
}
void AGASDemoCharacter::Look(const FInputActionValue& Value)
{
// input is a Vector2D
FVector2D LookAxisVector = Value.Get<FVector2D>();
if (Controller != nullptr)
{
// add yaw and pitch input to controller
AddControllerYawInput(LookAxisVector.X);
AddControllerPitchInput(LookAxisVector.Y);
}
}