自己用U++写的植物大战僵尸豌豆射手部分逻辑记录

Plants.h:

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

#pragma once

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

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

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

public:    
    // Called every frame
    virtual void Tick(float DeltaTime) override;
    UFUNCTION(BlueprintCallable)
        void LoopDo();
    UPROPERTY(EditAnywhere)
        UStaticMeshComponent* mesh;
    UPROPERTY(EditAnywhere)
        UStaticMesh* staticMesher;

};


Plants.cpp

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


#include "Plants.h"
#include "PlantsBullet.h"
#include "Engine.h"

// Sets default values
APlants::APlants()
{
     // 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;
    mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MyComponent"));
    mesh->SetupAttachment(GetRootComponent());
    static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
    if (SphereVisualAsset.Succeeded()) {
        mesh->SetStaticMesh(SphereVisualAsset.Object);
        mesh->SetWorldScale3D(FVector(1.0f));
        mesh->SetWorldLocation(FVector(0.0f, 0.0f, 50.0f));
    }
}

// Called when the game starts or when spawned
void APlants::BeginPlay()
{
    Super::BeginPlay();
    FTimerHandle TimeHandle;
    GetWorld()->GetTimerManager().SetTimer(TimeHandle, this, &APlants::LoopDo, .5f, true);
    return;
}

void APlants::LoopDo() {
    GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("22"));
    FTransform SpawnLocation = this->GetActorTransform();
    GetWorld()->SpawnActor<APlantsBullet>(APlantsBullet::StaticClass(), SpawnLocation);

    return;
}

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

}


PlantBullet.h

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

#pragma once

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

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

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

public:    
    // Called every frame
    virtual void Tick(float DeltaTime) override;
    UFUNCTION(BlueprintCallable)
        void DestroyMyself();
    UPROPERTY(EditAnywhere)
        UStaticMeshComponent *mesh;
    UPROPERTY(EditAnywhere)
        UStaticMesh* staticMesher;
};


PlantsBullets.cpp

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


#include "PlantsBullet.h"

// Sets default values
APlantsBullet::APlantsBullet()
{
     // 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;
    mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MyComponent"));
    mesh->SetupAttachment(GetRootComponent());
    static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
    if (SphereVisualAsset.Succeeded()) {
        mesh->SetStaticMesh(SphereVisualAsset.Object);
        mesh->SetWorldScale3D(FVector(0.1f));
        mesh->SetWorldLocation(FVector(0.0f, 0.0f, 50.0f));
    }
}

// Called when the game starts or when spawned
void APlantsBullet::BeginPlay()
{
    Super::BeginPlay();
    FTimerHandle TimerHandle;
    GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &APlantsBullet::DestroyMyself, 5.f, false);
}

void APlantsBullet::DestroyMyself() {
    this->Destroy();
}

// Called every frame
void APlantsBullet::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
    FVector newLocation = this->GetActorLocation() + this->GetActorForwardVector() * 10;
    FRotator newRotation = this->GetActorRotation();
    this->SetActorLocation(newLocation);
    
}

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