UE4C++ 常用游戏算法


1.锁定敌人

void AARPGPlayerController::LockAI()

{

       /**获取自己的位置*/

       FVector pos = myCharacter->GetActorLocation();

       /**获取所有AI对象*/

       UGameplayStatics::GetAllActorsOfClass(GetWorld(), AAICharacter::StaticClass(), AiArray);

       int aiNum = AiArray.Num();

       if (aiNum>0)

       {

              /**求出最短距离*/

              float MainDistance = FVector::Dist(pos, AiArray[0]->GetActorLocation());

              /**距离玩家最近的AI*/

              AActor * MainDistActor = AiArray[0];

              /*遍历所有敌人*/

              for (int  i =0;i<aiNum;++i)

              {

                     /**判断敌人是否死亡*/

                     if (Cast<AAICharacter>(AiArray[i])->isDie)

                     {

                           continue;

                     }

                     /**获取距离*/

                     float dist = FVector::Dist(pos, AiArray[i]->GetActorLocation());

                     /**判断最近距离*/

                     if (MainDistance>=dist)

                     {

                           MainDistance = dist;

                           MainDistActor = AiArray[i];

                     }

              }

              /**如果在附近 就进行朝向玩家*/

              if (MainDistance<+400)

              {

                     FRotator rot = UKismetMathLibrary::FindLookAtRotation(pos, MainDistActor->GetActorLocation());

            /**只让Yaw变化*/

                     rot.Pitch = myCharacter->GetCapsuleComponent()->GetComponentRotation().Pitch;

                     rot.Roll = myCharacter->GetCapsuleComponent()->GetComponentRotation().Roll;

                     /**设置玩家朝向*/

                     myCharacter->GetCapsuleComponent()->SetRelativeRotation(rot);

 

              }

       }

}

2.未完待续。。。

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