一、瞄准偏移(AimOffset)
现在已经给角色添加了射击和准星,当角色在Pitch轴上偏移的时候,一般的游戏中都会有角色的手臂武器进行朝向的改变,比如角色向上看,手臂武器的指向向上。
附虚幻引擎5.2版本瞄准偏移如何创建、使用:5.2版本瞄准偏移
在将瞄准偏移所用到的动画帧批处理的时候,在附加设置处要注意附加动画类型、基础姿势类型、基础姿势动画设置好。
创建出来之后,将做好的单帧动画拖入。
CharacterAnim.h
UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess="true"))
float PitchValue = 0.0f;//俯仰值
CharacterAnim.cpp
void UCharacterAnim::NativeUpdateAnimation(float DeltaSeconds)
{
Super::NativeUpdateAnimation(DeltaSeconds);
if (!CharacterRef)
{
CharacterRef = Cast<AManCharacter>(TryGetPawnOwner());
}
else
{
FVector CharacterVelocity = CharacterRef->GetVelocity();
Speed = CharacterVelocity.Size();
IsInAir = CharacterRef->GetMovementComponent()->IsFalling();
Direction = CalculateDirection(CharacterVelocity,CharacterRef->GetControlRotation());
const FRotator CharacterRotator = CharacterRef->GetActorRotation();
const FRotator ControlRotator = CharacterRef->GetControlRotation();
const FRotator DeltaRotator = UKismetMathLibrary::NormalizedDeltaRotator(ControlRotator,CharacterRotator);
const FRotator CurrentRotator = FRotator(PitchValue,0.0f,0.0f);
const FRotator TargetRotator = UKismetMathLibrary::RInterpTo(CurrentRotator,DeltaRotator,DeltaSeconds,15.0f);
PitchValue = FMath::ClampAngle(TargetRotator.Pitch,-90.0f,90.0f);
}
}
打开动画蓝图,将瞄准偏移添加到状态机中,并用通过骨骼层混合动画。
当向上瞄准的时候,武器和手部会向上偏移一些。
二、射击
2.1 射击射线检测
在这里将使用从屏幕中央,也就是准星处射出一条射线去进行射线检测,判断是否射击到了物体。
在这里将BaseCharacter中的FireWeapon方法在ManCharacter中进行了重写。
ManCharacter.h
protected:
virtual void BeginPlay() override;
/**
* 武器开火
*/
virtual void FireWeapon() override;
/**
* 获取以屏幕中心为射线检测开始点的世界位置和方向
* @param StartLocation 世界位置
* @param Direction 方向
*/
void GetScreenFireStartLocationAndDirection(FVector& StartLocation,FVector& Direction);
ManCharacter.cpp
void AManCharacter::GetScreenFireStartLocationAndDirection(FVector& StartLocation, FVector& Direction)
{
if (GEngine && GEngine->GameViewport)
{
FVector2D OutViewportSize;
GEngine->GameViewport->GetViewportSize(OutViewportSize);
FVector2D HalfViewportSize = FVector2D(OutViewportSize.X/2,OutViewportSize.Y/2);
APlayerController* PC = UGameplayStatics::GetPlayerController(GetWorld(),0);
PC->DeprojectScreenPositionToWorld(HalfViewportSize.X,HalfViewportSize.Y,StartLocation,Direction);
}
}
HalfViewportSize就是屏幕中央的位置,使用DeprojectScreenPositionToWorld将屏幕坐标转化成世界坐标并获取了指向的方向。
在FireWeapon中进行射线检测:
void AManCharacter::FireWeapon()
{
Super::FireWeapon();
FVector OutWorldLocation;
FVector OutWorldDirection;
GetScreenFireStartLocationAndDirection(OutWorldLocation,OutWorldDirection);
FVector StartLocation = OutWorldLocation;
FVector EndLocation = StartLocation + OutWorldDirection * ShootDistance;
FHitResult ScreenHitResult;
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
//单通道射线检测
GetWorld()->LineTraceSingleByChannel(ScreenHitResult,StartLocation,EndLocation,ECC_Visibility,QueryParams);
FColor DrawColor = FColor::Red;
if (ScreenHitResult.GetActor())
{
EndLocation = ScreenHitResult.Location;
DrawColor = FColor::Green;
}
DrawDebugLine(GetWorld(),StartLocation,EndLocation,DrawColor,false,2.0f,0,2.0f);
}
如果在ManCharacter中重写了FireWeapon的话,要Super::FireWeapon();调用一下父类,会将父类中的FireWeapon内容执行一遍,再去往下执行。
在这里使用了一个DrawDebugLine画一条线的方式进行调试,看下是否检测到了东西,注意射线检测的通道,这里是ECC_Visibility,如果没检测到的话,是红线,检测到则是绿线。
2.2 枪口特效
射击的时候给武器添加射击的特效
使用的方法是用SpawnEmitterAtLocation在指定位置生成的粒子特效,这里使用的是ParticleSystem特效。
武器的模型中添加一个Muzzle的插槽,提供生成的位置。
ManCharacter.h
UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess="true"))
UParticleSystem* MuzzleParticle;//枪口特效
ManCharacter.cpp
//枪口特效
if (MuzzleParticle)
{
FTransform MuzzleTransform = WeaponMesh->GetSocketTransform("Muzzle");
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(),MuzzleParticle,MuzzleTransform.GetLocation(),
MuzzleTransform.Rotator(),FVector(0.5f));
}
2.3 射击到物体的撞击特效
ManCharacter.h
UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess="true"))
UParticleSystem* ImpactParticle;//枪口特效
ManCharacter.cpp
//撞击特效
if (ImpactParticle)
{
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(),ImpactParticle,EndLocation);
}
注意:撞击效果要放到射线检测成功处,如果没有射击到物体,不需要显示撞击特效。
2.4 射击轨道特效
射击轨道同样需要根据射击结束点来处理轨道的长短。
在轨道特效中有一个目标,其中可以使用目标命名,SetVectorParameter设置向量参数去处理。
ManCharacter.h
UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess="true"))
UParticleSystem* BeamParticle;//射击轨迹特效
ManCharacter.cpp
//射击轨迹特效
if (BeamParticle)
{
FTransform MuzzleTransform = WeaponMesh->GetSocketTransform("Muzzle");
UParticleSystemComponent* PSComp = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(),BeamParticle,MuzzleTransform.GetLocation());
if (PSComp)
{
PSComp->SetVectorParameter("Target",EndLocation);
}
}
2.5 射击音效
ManCharacter.h
UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess="true"))
USoundBase* FireSound;//射击音效
ManCharacter.cpp
//射击音效
if(FireSound)
{
UGameplayStatics::PlaySoundAtLocation(GetWorld(),FireSound,GetActorLocation());
}
2.6 射击效果优化
如图所示,准星瞄准的前方有一块立方体挡住,射击落点在准星处,而实际上射击轨道是穿过了立方体,所以,此时射击落点应当设置在碰撞到立方体处的位置。
这里修复的方式是在以准星为落击点时,进行了射击检测的时候,如果射击到物体时,再以枪口为起点,准星的落击碰撞点为终点进行射线检测,如果碰撞到的话,落击点为枪口射线检测的结果为最终落击点。
在ManCharacter.cpp中的FireWeapon方法:
FVector OutWorldLocation;
FVector OutWorldDirection;
GetScreenFireStartLocationAndDirection(OutWorldLocation,OutWorldDirection);
FVector StartLocation = OutWorldLocation;
FVector EndLocation = StartLocation + OutWorldDirection * ShootDistance;
FHitResult ScreenHitResult;
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
//单通道射线检测
GetWorld()->LineTraceSingleByChannel(ScreenHitResult,StartLocation,EndLocation,ECC_Visibility,QueryParams);
if (ScreenHitResult.GetActor())
{
EndLocation = ScreenHitResult.Location;
//以枪口为初始点的射线检测
FHitResult MuzzleHitResult;
FCollisionQueryParams MuzzleQueryParams;
MuzzleQueryParams.AddIgnoredActor(this);
FTransform MuzzleTransform = WeaponMesh->GetSocketTransform("Muzzle");
FVector MuzzleStart = MuzzleTransform.GetLocation();
FVector MuzzleEnd = EndLocation;
GetWorld()->LineTraceSingleByChannel(MuzzleHitResult,MuzzleStart,MuzzleEnd,ECC_Visibility,MuzzleQueryParams);
if (MuzzleHitResult.GetActor())
{
EndLocation = MuzzleHitResult.Location;
}
//撞击特效
if (ImpactParticle)
{
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(),ImpactParticle,EndLocation);
}
}
2.7 代码重构和对应代码
2.7.1 ManCharacter.h
#pragma once
#include "CoreMinimal.h"
#include "Gameplay/BaseCharacter.h"
#include "ManCharacter.generated.h"
class USkeletalMeshComponent;
class UParticleSystem;
class USoundBase;
/**
* 小白人角色
*/
UCLASS()
class SHOOTINGGAME_API AManCharacter : public ABaseCharacter
{
GENERATED_BODY()
public:
AManCharacter();
protected:
virtual void BeginPlay() override;
/**
* 武器开火
*/
virtual void FireWeapon() override;
/**
* 获取以屏幕中心为射线检测开始点的世界位置和方向
* @param StartLocation 世界位置
* @param Direction 方向
*/
void GetScreenFireStartLocationAndDirection(FVector& StartLocation,FVector& Direction);
/**
* 屏幕起始点射线检测
* @param EndLocation 屏幕起始点射线检测的碰撞点
* @param HitResult 碰撞结果
*/
void ScreenLineTrace(FVector& EndLocation,FHitResult& HitResult);
/**
* 枪口射线检测
* @param OutLocation 输出的位置
* @param ScreenHitLocation 屏幕点为起始点的射线检测碰撞点
*/
void MuzzleLineTrace(FVector& OutLocation,FVector ScreenHitLocation);
/**
* 设置开火的枪口特效,射击轨道特效,射击音效
* @param TargetLocation 目标点
* @param Hit 射线检测撞击结果
*/
void FireEffect(FVector TargetLocation,FHitResult Hit);
private:
UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category=Components,meta=(AllowPrivateAccess="true"))
USkeletalMeshComponent* WeaponMesh;
UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess="true"))
float ShootDistance;//射击距离
UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess="true"))
UParticleSystem* MuzzleParticle;//枪口特效
UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess="true"))
UParticleSystem* ImpactParticle;//枪口特效
UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess="true"))
UParticleSystem* BeamParticle;//射击轨迹特效
UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess="true"))
USoundBase* FireSound;//射击音效
};
2.7.2 ManCharacter.cpp
#include "Gameplay/ManCharacter.h"
#include "Kismet/GameplayStatics.h"
#include "Particles/ParticleSystemComponent.h"
AManCharacter::AManCharacter()
{
PrimaryActorTick.bCanEverTick = true;
WeaponMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("WeaponMesh"));
WeaponMesh->SetupAttachment(GetMesh(),"WeaponSocket");
ShootDistance = 10000.0f;
}
void AManCharacter::BeginPlay()
{
Super::BeginPlay();
}
void AManCharacter::FireWeapon()
{
Super::FireWeapon();
FVector OutLocation;
FHitResult ScreenHitResult;
//屏幕起始点射线检测
ScreenLineTrace(OutLocation,ScreenHitResult);
//射击效果
FireEffect(OutLocation,ScreenHitResult);
}
void AManCharacter::GetScreenFireStartLocationAndDirection(FVector& StartLocation, FVector& Direction)
{
if (GEngine && GEngine->GameViewport)
{
FVector2D OutViewportSize;
GEngine->GameViewport->GetViewportSize(OutViewportSize);
FVector2D HalfViewportSize = FVector2D(OutViewportSize.X/2,OutViewportSize.Y/2);
APlayerController* PC = UGameplayStatics::GetPlayerController(GetWorld(),0);
PC->DeprojectScreenPositionToWorld(HalfViewportSize.X,HalfViewportSize.Y,StartLocation,Direction);
}
}
void AManCharacter::ScreenLineTrace(FVector& EndLocation,FHitResult& HitResult)
{
FVector OutWorldLocation;
FVector OutWorldDirection;
GetScreenFireStartLocationAndDirection(OutWorldLocation,OutWorldDirection);
const FVector StartLocation = OutWorldLocation;
EndLocation = StartLocation + OutWorldDirection * ShootDistance;
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
//单通道射线检测
GetWorld()->LineTraceSingleByChannel(HitResult,StartLocation,EndLocation,ECC_Visibility,QueryParams);
if (HitResult.GetActor())
{
EndLocation = HitResult.Location;
//以枪口为初始点的射线检测
MuzzleLineTrace(EndLocation,EndLocation);
}
}
void AManCharacter::MuzzleLineTrace(FVector& OutLocation,FVector ScreenHitLocation)
{
FHitResult MuzzleHitResult;
FCollisionQueryParams MuzzleQueryParams;
MuzzleQueryParams.AddIgnoredActor(this);
FTransform MuzzleTransform = WeaponMesh->GetSocketTransform("Muzzle");
FVector MuzzleStart = MuzzleTransform.GetLocation();
FVector MuzzleEnd = ScreenHitLocation;
GetWorld()->LineTraceSingleByChannel(MuzzleHitResult,MuzzleStart,MuzzleEnd,ECC_Visibility,MuzzleQueryParams);
if (MuzzleHitResult.GetActor())
{
OutLocation = MuzzleHitResult.Location;
}
}
void AManCharacter::FireEffect(FVector TargetLocation,FHitResult Hit)
{
const FTransform MuzzleTransform = WeaponMesh->GetSocketTransform("Muzzle");
if (Hit.GetActor())
{
//撞击特效
if (ImpactParticle)
{
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(),ImpactParticle,TargetLocation);
}
}
//枪口特效
if (MuzzleParticle)
{
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(),MuzzleParticle,MuzzleTransform.GetLocation(),
MuzzleTransform.Rotator(),FVector(0.5f));
}
//射击轨迹特效
if (BeamParticle)
{
UParticleSystemComponent* PSComp = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(),BeamParticle,MuzzleTransform.GetLocation());
if (PSComp)
{
PSComp->SetVectorParameter("Target",TargetLocation);
}
}
//射击音效
if(FireSound)
{
UGameplayStatics::PlaySoundAtLocation(GetWorld(),FireSound,GetActorLocation());
}
}