视频教程链接:
油管链接 【需要梯子】
首先来看效果图:
1. 电池随机从天空掉落,玩家按C键收集电池的能量(闪电粒子效果)来补充血条(每秒都会自动衰减)
2.玩家的颜色随着血条的减少,逐渐变黑
3.当血条为空时,玩家(黑色的那一坨)死亡,游戏结束;如果玩家提前集满血条则获胜。
以下是完整的源代码,并配套详细解释:
Pickup.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once// 防止多次引用头文件
#include "GameFramework/Actor.h"
#include "Pickup.generated.h" // 必须是最后 include 的头文件,它是UHT(Unreal Header Tool)根据你声明的宏自动生成的
// 该宏将类暴露给 Unreal 的反射系统,允许我们在运行时检查和迭代对象的属性(比如 GC 中的对对象引用计数的管理)
// 1. 意味着当你创建一个对象,UE4会帮助你进行内存管理(智能指针来自动对垃圾内存进行回收),但前提是遵循了 UE4 的构造/销毁规范(比如自己手动 new 出的对象就不能被 UE4 回收);
// 2. 默认使得该类可以被编辑器和蓝图访问;
// 3. 如果将 Bluerpintable 改为 Blueprinttype,那么该类在蓝图中就只能作为 variable 访问了。(还有 NotBlueprintType 类型;Blueprintable 和 BlueprintType 兼容)
UCLASS(Blueprintable)
class BATTERYCOLLECTOR_API APickup : public AActor // BATTERYCOLLECTOR_API也是由UHT创建的宏,确保该类正确输出到 DLL 中
{
GENERATED_BODY()// 导入一些 UE 系统需要的自动生成的方法。与 GENERATED_CLASS_BODY 的区别 http://blog.csdn.net/a359877454/article/details/52511893
// 为类声明一个 Log Category
DECLARE_LOG_CATEGORY_CLASS(Pickup, Log, All);
public:
// Sets default values for this actor's properties
APickup();
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called every frame
virtual void Tick( float DeltaSeconds ) override;
// 返回 pickup 模型(注意,内联方法和UFUNCTION不兼容)
FORCEINLINE class UStaticMeshComponent* GetMesh() const { return PickupMesh; }
// BlueprintPure / BlueprintCallable 表示两者都可以从蓝图端被调用,
// BlueprintPure 意味着该方法不会修改成员数据,且只要 output pin 被使用其就会执行(它也没有exec input pin);
// 但 BlueprintCallable 的执行需要连接exec input pin ,然后结果由 output pin 输出。
UFUNCTION(BlueprintPure, Category = "Pickup")
bool IsActive();
// 安全地修改 bIsActive 成员【UFUNCTION 的好处:1.通过添加一些额外的代码,使其可以被蓝图重写;2.在游戏运行时,可以通过命令行来调用,便于调试】
UFUNCTION(BlueprintCallable, Category = "Pickup")
void SetActive(bool NewPickupState);
// 当 pickup 被收集时需要调用的方法
// BlueprintNativeEvent:表示该方法既在 C++ 中定义一些行为,也可以被蓝图中定义一些行为 (C++方法为蓝图同名方法的父方法)
// 注意和 BlueprintImplementableEvents 的区别(既可以通知蓝图有C++层的事件发生,还可以为它额外提供一些信息)
UFUNCTION(BlueprintNativeEvent)
void WasCollected();
virtual void WasCollected_Implementation(); // ❤
protected:
// pickup 是否被激活
bool bIsActive;
private:
// 关卡中的可拾取物(静态模型)—— pickup
// 1. VisibleAnywhere:表示 PickupMesh 属性在 Class Defaults 和它的实例(将蓝图拖动到关卡中) 中都是可见的,但不可编辑【 参见 search “放大镜”右侧的 "Open Selection in Property Matrix" 图标】
// http://blog.csdn.net/xi_niuniu/article/details/54409648
//
// 2. 如果没有 AllowPrivateAccess 的话,BlueprintReadOnly 在 private 下就会编译失败(通常是 public),其作用使得 PickMesh 在蓝图编辑器中可以 Get 到
// 3. BlueprintReadOnly :表示在蓝图下只能 Get,不能 Set; BlueprintDefaultsOnly: 表示在运行前蓝图中的默认值是可以修改的,但运行中蓝图就不能修改它
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Pickup", meta = (AllowPrivateAccess = "true"))
class UStaticMeshComponent* PickupMesh;// Actor subobject
};
Pickup.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "BatteryCollector.h" // 切记放在第一个
#include "Pickup.h"
DEFINE_LOG_CATEGORY_CLASS(APickup, Pickup)
//#define _DEBUG_ 1
// Sets default values
APickup::APickup()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false; // true
// 所有 pickup 默认为 true
bIsActive = true;
// 创建一个静态模型
PickupMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("PickupMesh"));// subobject的名字为“PickupMesh”
RootComponent = PickupMesh;
}
// Called when the game starts or when spawned
void APickup::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void APickup::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
}
bool APickup::IsActive()
{
return bIsActive;
}
void APickup::SetActive(bool NewPickupState)
{
bIsActive = NewPickupState;
}
void APickup::WasCollected_Implementation()
{
#ifdef _DEBUG_
FString PickupDebugString = GetName();
UE_LOG(Pickup, Warning, TEXT("You have collected %s"), *PickupDebugString);
#endif
}
BatteryPick.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "Pickup.h"
#include "BatteryPickup.generated.h"
/**
*
*/
UCLASS()
class BATTERYCOLLECTOR_API ABatteryPickup : public APickup
{
GENERATED_BODY()
public:
ABatteryPickup();
// BlueprintNativeEvent
void WasCollected_Implementation() override;
// 获取 battery power(注意:此方法蓝图不可调用)
float GetPower();
protected:
// BlueprintProtected:表示只有继承了这个类的蓝图才可以修改这个变量
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
float BatteryPower;
};
BatteryPick.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "BatteryCollector.h" // 切记放在第一个
#include "BatteryPickup.h"
ABatteryPickup::ABatteryPickup()
{
// 记得为 SM_Batter_Medium 设置 Collision
GetMesh()->SetSimulatePhysics(true);
BatteryPower = 150.f;
}
void ABatteryPickup::WasCollected_Implementation()
{
// 调用父类的方法
Super::WasCollected_Implementation();
// 销毁 battery
Destroy();// 相关方法:SetLifeSpan,允许在destroy方法调用之后,坚挺若干时间
}
float ABatteryPickup::GetPower()
{
return BatteryPower;
}
SpawnVolume.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "GameFramework/Actor.h"
#include "SpawnVolume.generated.h"
UCLASS()
class BATTERYCOLLECTOR_API ASpawnVolume : public AActor
{
GENERATED_BODY()
DECLARE_LOG_CATEGORY_CLASS(SpawnVolume, Log, All); // 为类声明一个 Log Category
public:
// Sets default values for this actor's properties
ASpawnVolume();
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called every frame
virtual void Tick( float DeltaSeconds ) override;
FORCEINLINE class UBoxComponent* GetWhereToSpawn() const { return WhereToSpawn; }
// 返回一个 BoxComponent 范围内的随机点
// 注意:它不会改变 SpawnVolume,也不会改变 SpawnVolume 的行为
UFUNCTION(BlueprintPure, Category = "Spawning")
FVector GetRandomPointInVolume();
// 是否继续产生电池
UFUNCTION(BlueprintCallable, Category = "Spawning")
void SetSpawningActive(bool bShouldSpawn);
protected:
// 产生的 pickup,同时限制了蓝图上显示的类型必须是继承自 Pickup 类
UPROPERTY(EditAnywhere, Category = "Spawning")
TSubclassOf<class APickup> WhatToSpawn;// 具体可以参考 <UE4 Scripting with C++ Cookbook> p49 (NewObject<>, ConstructObject<>, ConditionalBeginDestroy)
// 如果是自定义的C++类指针,且非UObject的派生类(已有引用计数),那么可以使用TSharedPtr, TWeakPtr, TAutoPtr(非线程安全)TScopedPointer 来自动管理内存
// 计时器的句柄,可以用它来 cancel 定时器
FTimerHandle SpawnTimer;
// 最小延迟
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
float SpawnDelayRangeLow;
// 最大延迟
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
float SpawnDelayRangeHigh;
private:
// Box 组件,指定 Pickup 在哪里产生
// VisibleAnywhere
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Spawning", meta = (AllowPrivateAccess = "true"))
class UBoxComponent* WhereToSpawn;
void SpawnPickup();
// 真实的延迟
float SpawnDelay;
};
SpawnVolume.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "BatteryCollector.h" // 切记放在第一个
#include "EngineGlobals.h"
#include "Runtime/Engine/Classes/Engine/Engine.h"
//#include "UnrealMathUtility.h"
#include "Kismet/KismetMathLibrary.h"
#include "Pickup.h"
#include "SpawnVolume.h"
DEFINE_LOG_CATEGORY_CLASS(ASpawnVolume, SpawnVolume)
//#define _DEBUG_ 1
// Sets default values
ASpawnVolume::ASpawnVolume()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false;
WhereToSpawn = CreateDefaultSubobject<UBoxComponent>(TEXT("WhereToSpawn"));
RootComponent = WhereToSpawn;
SpawnDelayRangeLow = 1.f;
SpawnDelayRangeHigh = 4.5f;
}
// Called when the game starts or when spawned
void ASpawnVolume::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ASpawnVolume::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
}
FVector ASpawnVolume::GetRandomPointInVolume()
{
FVector SpawnOrigin = WhereToSpawn->Bounds.Origin;
FVector SpawnExtend = WhereToSpawn->Bounds.BoxExtent;
// ❤
//FBox box = FBox::BuildAABB(SpawnOrigin, SpawnExtend);
//FVector SpawnRand = FMath::RandPointInBox(box);
FVector SpawnRand = UKismetMathLibrary::RandomPointInBoundingBox(SpawnOrigin, SpawnExtend);
#ifdef _DEBUG_
// Output Log
//UE_LOG(SpawnVolume,
// Warning,
// TEXT("SpawnRand is (%3.2f, %3.2f, %3.2f)"),
// SpawnRand.X, SpawnRand.Y, SpawnRand.Z);
// Screen Log
GEngine->AddOnScreenDebugMessage(-1,
5.f,
FColor::Yellow,
FString::Printf(TEXT("SpawnRand: x: %f, y: %f, z: %f"),
SpawnRand.X, SpawnRand.Y, SpawnRand.Z));
#endif
return SpawnRand;
}
void ASpawnVolume::SpawnPickup()
{
if (WhatToSpawn != NULL)
{
UWorld* const World = GetWorld();// 当前的 UWorld 实例
if (World)
{
FActorSpawnParameters SpawnParams;
SpawnParams.Owner = this;
SpawnParams.Instigator = Instigator;
// 随机 pickup 的位置
FVector SpawnLocation = GetRandomPointInVolume();
// 随机 pickup 的方向
FRotator SpawnRotation;
SpawnRotation.Pitch = FMath::FRand() * 360.f; // 绕 Y 轴旋转 Right Axis
SpawnRotation.Yaw = FMath::FRand() * 360.f; // 绕 Z 轴旋转 Up Axis
SpawnRotation.Roll = FMath::FRand() * 360.f; // 绕 X 轴旋转 Forward Axis
// 生产 pickup
APickup* const SpawnedPickup = World->SpawnActor<APickup>(WhatToSpawn, SpawnLocation, SpawnRotation, SpawnParams);
// 重新随机一个延时
SpawnDelay = FMath::FRandRange(SpawnDelayRangeLow, SpawnDelayRangeHigh);
// 绑定一个延时方法到全局计时器(不循环执行)
GetWorldTimerManager().SetTimer(SpawnTimer, this, &ASpawnVolume::SpawnPickup, SpawnDelay, false);
}
}
}
void ASpawnVolume::SetSpawningActive(bool bShouldSpawn)
{
if (bShouldSpawn)
{
// 随机一个延时
SpawnDelay = FMath::FRandRange(SpawnDelayRangeLow, SpawnDelayRangeHigh);
// 绑定一个延时方法到全局定时器(不循环执行),即在 SpawnDelay 秒之后执行 SpawnPickup 方法
GetWorldTimerManager().SetTimer(SpawnTimer, this, &ASpawnVolume::SpawnPickup, SpawnDelay, false);
}
else
{
// 清除定时器
GetWorldTimerManager().ClearTimer(SpawnTimer);
}
}
BatteryCollectorGameMode.h
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/GameModeBase.h"
#include "BatteryCollectorGameMode.generated.h"
// 用于存储 gameplay 当前状态的枚举
UENUM(BlueprintType)
enum class EBatteryPlayState
{
EPlaying,
EGameOver,
EWon,
EUnknow
};
UCLASS(minimalapi)
class ABatteryCollectorGameMode : public AGameModeBase
{
GENERATED_BODY()
// 为类声明一个 Log Category
DECLARE_LOG_CATEGORY_CLASS(BatteryCollectorGameMode, Log, All);
public:
ABatteryCollectorGameMode(); // GameMode类负责定义游戏的规则
// 该方法在构造方法之后,在 tick 方法之前执行,
// 那时所有东西已经注册完毕了。
// 确保执行该方法时 character 已经构建完成
virtual void BeginPlay() override;
virtual void Tick(float DeltaTime) override;
UFUNCTION(BlueprintPure, Category = "Power")
float GetPowerToWin() const;
// 获取当前的游戏状态
UFUNCTION(BlueprintPure, Category = "Power")
EBatteryPlayState GetCurrentState() const;
void SetCurrentState(EBatteryPlayState NewState);
protected:
// character 的 power 的衰减率
//(可以通过设置不同的衰减率,设计不同难度的关卡,只需要切换GameMode即可)
// 该属性只有Class Defulats Detail 窗口可以编辑,拖入关卡的蓝图实例 Detail 窗口无法编辑(如果可拖拽到关卡中)
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
float DecayRate;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
float PowerToWin;
// 用于 HUD 的 Widget 类(限制必须继承与 UUserWidget)
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
TSubclassOf<class UUserWidget> HUDWidgetClass;
// HUD 实例
UPROPERTY() // 利用 GC 【GetWorld()->ForceGarbageCollection(true) 会强制 GC】
class UUserWidget* CurrentWidget;
private:
// 记录当前游戏的状态
EBatteryPlayState CurrentState;
// 记录关卡中所有的 SpawnActor 【即使不想在蓝图中编辑,也最好声明为 UPROPERTY(),让UE4管理 TArray 的内存】
TArray<class ASpawnVolume*> SpawnVolumeActors;
void HandleNewState(EBatteryPlayState NewState);
};
BatteryCollectorGameMode.cpp
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "BatteryCollector.h" // 切记放在第一个
#include "EngineGlobals.h"
#include "Runtime/Engine/Classes/Engine/Engine.h"
#include "Kismet/GameplayStatics.h"
#include "Runtime/UMG/Public/Blueprint/UserWidget.h" // 不是 <Blueprint/UserWidget>
#include "BatteryCollectorGameMode.h"
#include "BatteryCollectorCharacter.h"
#include "SpawnVolume.h"
//#define _DEBUG_ 1
DEFINE_LOG_CATEGORY_CLASS(ABatteryCollectorGameMode, BatteryCollectorGameMode)
ABatteryCollectorGameMode::ABatteryCollectorGameMode()
{
PrimaryActorTick.bCanEverTick = true; // ❤
// 将蓝图玩家类设为默认的 pawn class。 类似还有 ContructorHelpers::FObjectFinder,用于 Load Asset
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter"));
if (PlayerPawnBPClass.Class != NULL)
{
DefaultPawnClass = PlayerPawnBPClass.Class;
}
DecayRate = .01f; // 0.01f;
}
void ABatteryCollectorGameMode::BeginPlay()
{
Super::BeginPlay();
// 查找所有的 Spawn Volume Actor
TArray<AActor*> FoundActors;
// GetWorld 返回缓存的世界指针;
// 返回指定的类在世界中的所有 actor;
// 该方法会遍历整个关卡,比较耗性能
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASpawnVolume::StaticClass(), FoundActors);
for (auto Actor : FoundActors)
{
// 如果转换成功,即该 Actor 是 SpawnVolumeActor 类型
ASpawnVolume* SpawnVolumeActor = Cast<ASpawnVolume>(Actor);
if (SpawnVolumeActor)
{
// 确保不会重复添加
SpawnVolumeActors.AddUnique(SpawnVolumeActor);
}
}
// 初始设置游戏状态
SetCurrentState(EBatteryPlayState::EPlaying);
ABatteryCollectorCharacter* MyCharacter = Cast<ABatteryCollectorCharacter>(UGameplayStatics::GetPlayerPawn(this, 0));
if (MyCharacter)
{
PowerToWin = MyCharacter->GetInitialPower() * 1.25f;
}
// UMG
if(HUDWidgetClass != nullptr)
{
CurrentWidget = CreateWidget<UUserWidget>(GetWorld(), HUDWidgetClass);
if (CurrentWidget != nullptr)
{
CurrentWidget->AddToViewport();
}
}
}
void ABatteryCollectorGameMode::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
#ifdef _DEBUG_
// Screen Log
//GEngine->AddOnScreenDebugMessage(-1,
// 5.f,
// FColor::Red,
// FString::Printf(TEXT("GameMode: %s"), TEXT("Tick")));
GEngine->AddOnScreenDebugMessage(-1,
5.f,
FColor::Red,
FString::Printf(TEXT("GameMode: Tick")));
#endif
// 获取指定 index 的 player pawn,并转化为 ABatteryCollectorCharacter
ABatteryCollectorCharacter* MyCharacter = Cast<ABatteryCollectorCharacter>(UGameplayStatics::GetPlayerPawn(this, 0));
if (MyCharacter)
{
// 如果玩家的能量已经集齐到一定值则胜利
if (MyCharacter->GetCurrentPower() > PowerToWin)
{
SetCurrentState(EBatteryPlayState::EWon);
}
// 如果玩家能量为正
else if (MyCharacter->GetCurrentPower() > 0.f)
{
// 玩家能量随时间衰减
MyCharacter->UpdatePower(-DeltaTime*DecayRate*(MyCharacter->GetInitialPower()));
}
else
{
SetCurrentState(EBatteryPlayState::EGameOver);
}
}
}
float ABatteryCollectorGameMode::GetPowerToWin() const
{
return PowerToWin;
}
EBatteryPlayState ABatteryCollectorGameMode::GetCurrentState() const
{
return CurrentState;
}
void ABatteryCollectorGameMode::SetCurrentState(EBatteryPlayState NewState)
{
CurrentState = NewState;
HandleNewState(CurrentState);
}
void ABatteryCollectorGameMode::HandleNewState(EBatteryPlayState NewState)
{
switch (NewState)
{
case EBatteryPlayState::EPlaying:
{
for (ASpawnVolume* Volume : SpawnVolumeActors)
{
Volume->SetSpawningActive(true);
}
}
break;
case EBatteryPlayState::EWon:
{
for (ASpawnVolume* Volume : SpawnVolumeActors)
{
Volume->SetSpawningActive(false);
}
}
break;
case EBatteryPlayState::EGameOver:
{
for (ASpawnVolume* Volume : SpawnVolumeActors)
{
Volume->SetSpawningActive(false);
}
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0);
if (PlayerController)
{
// 禁用部分输入,但不会隐藏玩家和 HUD
PlayerController->SetCinematicMode(true, false, false, true, true);
}
// 加入布娃娃系统
// 必须确保它是 Chacater 而不是 Pawn,因为 Character 具有额外的动作和骨骼模型
ACharacter* MyCharacter = UGameplayStatics::GetPlayerCharacter(this, 0);
if (MyCharacter)
{
// 使得玩家可以像布娃娃一样“摊倒”
//(确保 Mannequin/Character/Mesh/ 目录下的 SK_Mannequin 已创建了 Physics Asset)
// (确保 ThirdPersonCPP/Blueprints/ 目录下的 ThirdPersonCharacter,其中 Mesh 组件的 Collision 被激活 [自定义预设])
MyCharacter->GetMesh()->SetSimulatePhysics(true);
// 禁用跳跃动作
MyCharacter->GetMovementComponent()->MovementState.bCanJump = false;
}
}
break;
default:
case EBatteryPlayState::EUnknow:
{
// 保留
}
break;
}
}
BatteryCollectorCharacter.h
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Character.h"
#include "BatteryCollectorCharacter.generated.h"
UCLASS(config=Game)
class ABatteryCollectorCharacter : public ACharacter
{
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;
// CollectionSphere 组件
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Power, meta = (AllowPrivateAccess = "true"))
class USphereComponent* CollectionSphere;
public:
ABatteryCollectorCharacter();
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;
// power 的 Getter 和 Setter
UFUNCTION(BlueprintPure, Category = "Power")
float GetInitialPower();
UFUNCTION(BlueprintPure, Category = "Power")
float GetCurrentPower();
UFUNCTION(BlueprintCallable, Category = "Power")
void UpdatePower(float PowerChange);
protected:
/** Resets HMD orientation in VR. */
void OnResetVR();
/** Called for forwards/backward input */
void MoveForward(float Value);
/** Called for side to side input */
void MoveRight(float Value);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
/** Handler for when a touch input begins. */
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// End of APawn interface
// 按下按键,收集一个在 collection sphere 范围内的 pickup
UFUNCTION(BlueprintCallable, Category = "Pickups")
void CollectPickups();
// character 初始的 power
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
float InitialPower;
// 玩家的速度因子
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
float SpeedFactor;
// 基础速度
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
float BaseSpeed;
// BlueprintImplementableEvent:定义一个蓝图事件, 意味着我们不用在 C++ 中定义该方法,交给蓝图去实现
UFUNCTION(BlueprintImplementableEvent, Category = "Power")
void PowerChangeEffect();
private:
// character 当前的 power
UPROPERTY(VisibleAnywhere, Category="Power")
float CharacterPower;
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
// 返回 CollectionSphere 组件
FORCEINLINE class USphereComponent* GetCollectionSphere() const { return CollectionSphere; }
};
BatteryCollectorCharacter.cpp
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "BatteryCollector.h" // 切记放在第一个
#include "Kismet/HeadMountedDisplayFunctionLibrary.h"
#include "BatteryCollectorCharacter.h"
#include "Pickup.h"
#include "BatteryPickup.h"
//
// ABatteryCollectorCharacter
ABatteryCollectorCharacter::ABatteryCollectorCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// 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, 540.0f, 0.0f); // ...at this rotation rate
GetCharacterMovement()->JumpZVelocity = 600.f;
GetCharacterMovement()->AirControl = 0.2f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 300.0f; // 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
// 创建 collection sphere 组件
CollectionSphere = CreateDefaultSubobject<USphereComponent>(TEXT("CollectionSphere"));
// 并将其添加到 RootComponent 上
//CollectionSphere->AttachTo(RootComponent); // 过时的方法
// https://forums.unrealengine.com/showthread.php?112644-4-12-Transition-Guide
CollectionSphere->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform);
// collection sphere 的半径范围
CollectionSphere->SetSphereRadius(200.f);
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
// 为 power 赋值
InitialPower = 2000.f;
CharacterPower = InitialPower;
SpeedFactor = .75f;
BaseSpeed = 10.f;
}
//
// Input
void ABatteryCollectorCharacter::SetupPlayerInputComponent(class UInputComponent *PlayerInputComponent)
{
// Set up gameplay key bindings
check(PlayerInputComponent);
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
// Collect 键盘响应事件的绑定(Action 用于短促的响应,Axis 用于持续的响应)
PlayerInputComponent->BindAction("Collect", IE_Pressed, this, &ABatteryCollectorCharacter::CollectPickups);
PlayerInputComponent->BindAxis("MoveForward", this, &ABatteryCollectorCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &ABatteryCollectorCharacter::MoveRight);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("TurnRate", this, &ABatteryCollectorCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &ABatteryCollectorCharacter::LookUpAtRate);
// handle touch devices
PlayerInputComponent->BindTouch(IE_Pressed, this, &ABatteryCollectorCharacter::TouchStarted);
PlayerInputComponent->BindTouch(IE_Released, this, &ABatteryCollectorCharacter::TouchStopped);
// VR headset functionality
PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &ABatteryCollectorCharacter::OnResetVR);
}
void ABatteryCollectorCharacter::OnResetVR()
{
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}
void ABatteryCollectorCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
Jump();
}
void ABatteryCollectorCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
StopJumping();
}
void ABatteryCollectorCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void ABatteryCollectorCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
void ABatteryCollectorCharacter::MoveForward(float Value)
{
if ((Controller != NULL) && (Value != 0.0f))
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
void ABatteryCollectorCharacter::MoveRight(float Value)
{
if ( (Controller != NULL) && (Value != 0.0f) )
{
// find out which way is right
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get right vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement in that direction
AddMovementInput(Direction, Value);
}
}
void ABatteryCollectorCharacter::CollectPickups()
{
// 遍历所有覆盖区域内的 Actor,将它们存储进数组
TArray<AActor *> CollectedActors;
CollectionSphere->GetOverlappingActors(CollectedActors);
// 记录收集的电池的能量
float CollectedPower = 0.f;
// 遍历数组
for (int32 iCollected = 0; iCollected < CollectedActors.Num(); ++iCollected )
{
// 将 Actor 转化为 APickup
APickup *const TestPickup = Cast<APickup>(CollectedActors[iCollected]);
// 检查转化是否成功,还有 pickup 是否即将被销毁,是否是激活状态
if (TestPickup && !TestPickup->IsPendingKill() && TestPickup->IsActive())
{
// 收集 pickup(注意:此处不是调用的 xxx_Implementation)
TestPickup->WasCollected();
// 检查 pickup 是否是电池
ABatteryPickup* const TestBattery = Cast<ABatteryPickup>(TestPickup);
if (TestBattery)
{
// 累加收集的能量
CollectedPower += TestBattery->GetPower();
}
// 冻结 pickup
TestPickup->SetActive(false);
}
}
if (CollectedPower > 0.f)
{
UpdatePower(CollectedPower);
}
}
float ABatteryCollectorCharacter::GetInitialPower()
{
return InitialPower;
}
float ABatteryCollectorCharacter::GetCurrentPower()
{
return CharacterPower;
}
void ABatteryCollectorCharacter::UpdatePower(float PowerChange)
{
CharacterPower = CharacterPower + PowerChange;
// 所有 Character类都有 GetCharacterMovement 方法
// 根据 power 更新玩家的速度
GetCharacterMovement()->MaxWalkSpeed = BaseSpeed + SpeedFactor * CharacterPower;
// 调用蓝图实现的方法
PowerChangeEffect();
}
以及 蓝图 的设计
Battery_BP
ThirdPersonCharacter 的 Construction Scirpt
注意:该材质是动态材质实例(Dynamic Material Instance),可以实时改变
Construction Script 是一种当绑定对象上的属性发生变化就会执行的脚本(不包括关卡中的移动),和 C++ 中的构造函数有点相似
ThirdPersonCharacter
BatteryHUD
附
(完)