Unreal 制作一个类场景交互物

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

#pragma once

#include "GameFramework/Actor.h"
#include "Avatar.h"
#include "MyHUD.h"

#include "PickupItem.generated.h"


UCLASS()
class HOWTO_CPPPLAYERINPUT_API APickupItem : public AActor
{
	GENERATED_BODY()
	
public:
    
    // The name of the item we are getting
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Item)
    FString Name;
    
    // How much you are getting
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Item)
    int32 Quantity;
    
    // the sphere you collide with to pick item up
    UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category =  Item)
    USphereComponent* ProxSphere;
    
    UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category =  Item)
    UStaticMeshComponent * Mesh;
    
    // The icon that represents the object in UI/canvas
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Item)
    UTexture2D* Icon;
    
    // When something comes inside ProxSphere, this function runs
    UFUNCTION(BlueprintNativeEvent, Category = Collision)
    void Prox( UPrimitiveComponent* HitComp,  AActor* OtherActor,  UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult );

	// Sets default values for this actor's properties
	APickupItem();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;
};

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

#include "HowTo_CppPlayerInput.h"
#include "PickupItem.h"


// Sets default values
APickupItem::APickupItem()
{
 	// 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;

    Name = "UNKNOWN ITEM";
    Quantity = 0;
    
    ProxSphere = CreateDefaultSubobject<USphereComponent>(TEXT("ProxSphere"), false);
    Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"), false);
    
    // make the root object the Mesh
    RootComponent = Mesh;
    ProxSphere->AttachToComponent( Mesh, FAttachmentTransformRules::KeepRelativeTransform );
    
    Mesh->SetSimulatePhysics(true);
    // Code to make APickupItem::Prox() run when this
    // object's proximity sphere overlaps another actor.
    ProxSphere->OnComponentBeginOverlap.AddDynamic(this, &APickupItem::Prox);  // very important!
}

void APickupItem::Prox_Implementation(UPrimitiveComponent* HitComp,  AActor* OtherActor,  UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult)
{
    // if the overlapped actor is NOT the player,
    // you simply should return
    if( Cast<AAvatar>( OtherActor ) == nullptr )
    {
        return;
    }
    // Get a reference to the player avatar, to give him
    // the item
    AAvatar *avatar = Cast<AAvatar>(  UGameplayStatics::GetPlayerPawn(GetWorld(), 0 ) );
    // Let the player pick up item
    // Notice use of keyword this!
    // That is how _this_ Pickup can refer to itself.
    avatar->Pickup( this );
    // Get a reference to the controller
    APlayerController* PController = GetWorld()->GetFirstPlayerController();
    // Get a reference to the HUD from the controller
    AMyHUD* hud = Cast<AMyHUD>( PController->GetHUD() );
    hud->addMessage( Message( Icon, FString("Picked up ") + FString::FromInt(Quantity) + FString(" ") + Name, 5.f, FColor::White) );
    Destroy();
}

// Called when the game starts or when spawned
void APickupItem::BeginPlay()
{
	Super::BeginPlay();
	
}

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

}


  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值