上一篇文章中创建了一个网格体蓝图,里面有触发盒子,所以可以通过触发盒子,是网格体的位置发生变化。
一、使用蓝图使网格体移动
- 在C++类中定义可以被蓝图调用的事件
UFUNCTION(BlueprintImplementableEvent, Category="FloorSwitch")
void riseDoor();
UFUNCTION(BlueprintImplementableEvent, Category = "FloorSwitch")
void lowerDoor();
- 在触发事件中调用
void AFloorSwitch::onBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
UE_LOG(LogTemp, Warning, TEXT("AFloorSwitch::onBeginOverlap"));
riseDoor();
}
void AFloorSwitch::onEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
UE_LOG(LogTemp, Warning, TEXT("AFloorSwitch::onEndOverlap"));
lowerDoor();
}
- 在蓝图中使用这些事件
上面蓝图的意思是:riseDoos事件设置Door的场景位置,在原来位置的基础上Z轴添加450,然后设置新的场景。
然后【运行】看一看到,当角色移动到触发盒子的时候,前面的网格体就会上升450个单位
二、同时使用C++和蓝图使网格体移动
- 在蓝图中添加两个时间轴,分别用来控制网格体移动的平滑过程
一个时间轴用来控制上升的门,一个用来下降的地板
记得一定要勾选上【使用最后一个关键帧】,目的是:时间轴在两个关键帧中间运行,而不会超过关键帧的范围
- 绘制蓝图,并且可以调用C++中的事件和函数
- C++定义的事件和函数
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "FloorSwitch.generated.h"
UCLASS()
class FIRSTPROJECT_API AFloorSwitch : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AFloorSwitch();
//触发盒子
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="FloorSwitch")
class UBoxComponent* traggerBox = nullptr;
//地板开关
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "FloorSwitch")
class UStaticMeshComponent* floorSwitch = nullptr;
//门
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "FloorSwitch")
class UStaticMeshComponent* door = nullptr;
UFUNCTION()
void onBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult&SweepResult);
UFUNCTION()
void onEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent*OtherComp, int32 OtherBodyIndex);
UFUNCTION(BlueprintImplementableEvent, Category="FloorSwitch")
void riseDoor();
UFUNCTION(BlueprintImplementableEvent, Category = "FloorSwitch")
void lowerDoor();
//门的初始位置
UPROPERTY(BlueprintReadWrite, Category = "FloorSwitch")
FVector initDoorLocation;
//地板开关的初始位置
UPROPERTY(BlueprintReadWrite, Category = "FloorSwitch")
FVector initFloorSwitchLocation;
UFUNCTION(BlueprintImplementableEvent, Category = "FloorSwitch")
void riseFloorSwitch();
UFUNCTION(BlueprintImplementableEvent, Category = "FloorSwitch")
void lowerFloorSwitch();
UFUNCTION(BlueprintCallable, Category="FloorSwitch")
void updateDoorLocation(float z);
UFUNCTION(BlueprintCallable, Category = "FloorSwitch")
void updateFloorSwitchLocation(float z);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "FloorSwitch.h"
#include "Components/BoxComponent.h"
// Sets default values
AFloorSwitch::AFloorSwitch() {
// 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;
traggerBox = CreateDefaultSubobject<UBoxComponent>(TEXT("TriggerBox"));
RootComponent = traggerBox;
traggerBox->SetCollisionEnabled(ECollisionEnabled::QueryOnly);//只检测碰撞事件
traggerBox->SetCollisionObjectType(ECC_WorldStatic);//设置对象类型
traggerBox->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);//忽略所有通道
traggerBox->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);//对Pawn类型开放事件重叠事件
traggerBox->SetBoxExtent(FVector(50.0, 50.0, 50.0));
floorSwitch = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("FloorSwitch"));
floorSwitch->SetupAttachment(GetRootComponent());
door = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Door"));
door->SetupAttachment(GetRootComponent());
}
void AFloorSwitch::onBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
UE_LOG(LogTemp, Warning, TEXT("AFloorSwitch::onBeginOverlap"));
riseDoor();
lowerFloorSwitch();
}
void AFloorSwitch::onEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
UE_LOG(LogTemp, Warning, TEXT("AFloorSwitch::onEndOverlap"));
lowerDoor();
riseFloorSwitch();
}
void AFloorSwitch::updateDoorLocation(float z) {
FVector newLocation = initDoorLocation;
newLocation.Z += z;
door->SetWorldLocation(newLocation);
}
void AFloorSwitch::updateFloorSwitchLocation(float z) {
FVector newLocation = initFloorSwitchLocation;
newLocation.Z += z;
floorSwitch->SetWorldLocation(newLocation);
}
// Called when the game starts or when spawned
void AFloorSwitch::BeginPlay() {
Super::BeginPlay();
//绑定事件
traggerBox->OnComponentBeginOverlap.AddDynamic(this, &AFloorSwitch::onBeginOverlap);
traggerBox->OnComponentEndOverlap.AddDynamic(this, &AFloorSwitch::onEndOverlap);
initDoorLocation = door->GetComponentLocation();
initFloorSwitchLocation = floorSwitch->GetComponentLocation();
}
// Called every frame
void AFloorSwitch::Tick(float DeltaTime) {
Super::Tick(DeltaTime);
}
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