- 创建一个可以浮动的Actor
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "FloatingActor.generated.h"
UCLASS()
class AFloatingActor : public AActor {
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AFloatingActor();
UPROPERTY(VisibleAnywhere, Category = "AAA")
UStaticMeshComponent* VisualMesh;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
//子弹爆炸的粒子效果
UPROPERTY(EditDefaultsOnly, Category = "AAA")
class UParticleSystem* projectileParticle;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
//线程函数
UFUNCTION()
void checkOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult&SweepResult);
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "FloatingActor.h"
#include "Components/SceneComponent.h"
#include "TrueFPSProjectProjectile.h"
#include "Particles/ParticleSystem.h"
#include "Kismet/GameplayStatics.h"
// Sets default values
AFloatingActor::AFloatingActor() {
// 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;
//if (USceneComponent * ExistingRootComponent = GetRootComponent()) {
VisualMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
VisualMesh->SetupAttachment(RootComponent);
}
// Called when the game starts or when spawned
void AFloatingActor::BeginPlay() {
Super::BeginPlay();
VisualMesh->OnComponentBeginOverlap.AddDynamic(this, &AFloatingActor::checkOverlap);
}
// Called every frame
void AFloatingActor::Tick(float DeltaTime) {
Super::Tick(DeltaTime);
FVector NewLocation = GetActorLocation();
FRotator NewRotation = GetActorRotation();
//获取物体当前的运行时间
float RunningTime = GetGameTimeSinceCreation();
float DeltaHeight = (FMath::Sin(RunningTime + DeltaTime) - FMath::Sin(RunningTime));
NewLocation.Z += DeltaHeight * 20.0f; //Scale our height by a factor of 20
float DeltaRotation = DeltaTime * 20.0f; //Rotate by 20 degrees per second
NewRotation.Yaw += DeltaRotation;
SetActorLocationAndRotation(NewLocation, NewRotation);
}
void AFloatingActor::checkOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
ATrueFPSProjectProjectile* projectile = Cast<ATrueFPSProjectProjectile>(OtherActor);
if (projectile){
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), projectileParticle, GetTransform());
projectile->Destroy();
Destroy();
}
}
2. 子弹类
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "TrueFPSProjectProjectile.generated.h"
class USphereComponent;
class UProjectileMovementComponent;
UCLASS(config=Game)
class ATrueFPSProjectProjectile : public AActor
{
GENERATED_BODY()
/** Sphere collision component */
UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
USphereComponent* CollisionComp;
/** Projectile movement component */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
UProjectileMovementComponent* ProjectileMovement;
public:
//子弹爆炸的粒子效果
UPROPERTY(EditDefaultsOnly, Category = "AAA")
class UParticleSystem* projectileParticle;
public:
ATrueFPSProjectProjectile();
/** called when projectile hits something */
UFUNCTION()
void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
/** Returns CollisionComp subobject **/
USphereComponent* GetCollisionComp() const { return CollisionComp; }
/** Returns ProjectileMovement subobject **/
UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }
};
// Copyright Epic Games, Inc. All Rights Reserved.
#include "TrueFPSProjectProjectile.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Components/SphereComponent.h"
#include "Kismet/GameplayStatics.h"
#include "Particles/ParticleSystem.h"
ATrueFPSProjectProjectile::ATrueFPSProjectProjectile()
{
// Use a sphere as a simple collision representation
CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
CollisionComp->InitSphereRadius(5.0f);
CollisionComp->BodyInstance.SetCollisionProfileName("Projectile");
CollisionComp->OnComponentHit.AddDynamic(this, &ATrueFPSProjectProjectile::OnHit); // set up a notification for when this component hits something blocking
// Players can't walk on it
CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
CollisionComp->CanCharacterStepUpOn = ECB_No;
// Set as root component
RootComponent = CollisionComp;
// Use a ProjectileMovementComponent to govern this projectile's movement
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
ProjectileMovement->UpdatedComponent = CollisionComp;
ProjectileMovement->InitialSpeed = 3000.f;
ProjectileMovement->MaxSpeed = 3000.f;
ProjectileMovement->bRotationFollowsVelocity = true;
ProjectileMovement->bShouldBounce = true;
// Die after 3 seconds by default
InitialLifeSpan = 3.0f;
}
void ATrueFPSProjectProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
// Only add impulse and destroy projectile if we hit a physics
if ((OtherActor != nullptr) && (OtherActor != this) && (OtherComp != nullptr) && OtherComp->IsSimulatingPhysics())
{
OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());
Destroy();
}
}
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