本文想把四种通信方式在同一个项目中实现,主要是根据官方例程的修改版。代码是不断累积的,所以最后会有一份有四种通信方式的程序(第四种只是增加了一个接口的虚函数,按照官方例程即可,没有写出)。
官方例程:https://docs.unrealengine.com/4.27/zh-CN/ProgrammingAndScripting/ActorCommunication/
一、类型转换
1、整体流程
关键就是通过碰撞回调和cast获得特定角色的指针
第一步:创建一个立方体。写好旋转的内部功能函数,在tick函数中根据一个内部变量持续判断是否应该旋转。
第二步:设置碰撞回调函数。在回调函数中,通过cast函数获得碰撞范围内的角色指针并进行通信。
2、源码带注释
RotatingActor.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "RotatingActor.generated.h"
UCLASS()
class ACTOR_COMUNICATION_API ARotatingActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ARotatingActor();
void SetbCanRotate(bool value); //设置旋转标志的函数
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void RotateActor(); //在tick中调用,每次根据标志位控制旋转与否
bool bCanRotate; //旋转标志
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UStaticMeshComponent* MeshComp;
//Actor的旋转速度。
const FQuat ActorRotationRate = (FQuat(FRotator(0, 2, 0)));
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
RotatingActor.c
// Fill out your copyright notice in the Description page of Project Settings.
#include "RotatingActor.h"
// Sets default values
ARotatingActor::ARotatingActor()
{
// 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;
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComponent"));
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
MeshComp->SetupAttachment(RootComponent);
static ConstructorHelpers::FObjectFinder<UStaticMesh> CubeVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube")); //资产变量
MeshComp->SetStaticMesh(CubeVisualAsset.Object);
bCanRotate = false;
}
void ARotatingActor::SetbCanRotate(bool value)
{
bCanRotate = value;
}
void ARotatingActor::RotateActor()
{
AddActorLocalRotation(ActorRotationRate);
}
// Called when the game starts or when spawned
void ARotatingActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ARotatingActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (bCanRotate)
{
RotateActor();
}
}
actor_communicationCharacter.h
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "actor_comunicationCharacter.generated.h"
UCLASS(config=Game)
class Aactor_comunicationCharacter : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
public:
Aactor_comunicationCharacter();
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;
protected:
virtual void NotifyActorBeginOverlap(AActor* OtherActor); //通知角色进入判定范围
virtual void NotifyActorEndOverlap(AActor* OtherActor); //通知角色离开判定范围
class USphereComponent* SphereComp; //设置碰撞的网格体
/** Resets HMD orientation in VR. */
void OnResetVR();
/** Called for forwards/backward input */
void MoveForward(float Value);
/** Called for side to side input */
void MoveRight(float Value);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
/** Handler for when a touch input begins. */
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// End of APawn interface
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};
actor_communicationCharacter.cpp
// Copyright Epic Games, Inc. All Rights Reserved.
#include "actor_comunicationCharacter.h"
#include "HeadMountedDisplayFunctionLibrary.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
#include "RotatingActor.h"
#include "Components/SphereComponent.h"
//
// Aactor_comunicationCharacter
Aactor_comunicationCharacter::Aactor_comunicationCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
GetCharacterMovement()->JumpZVelocity = 600.f;
GetCharacterMovement()->AirControl = 0.2f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
SphereComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
SphereComp->AttachToComponent(GetMesh(), FAttachmentTransformRules::KeepRelativeTransform);
SphereComp->SetSphereRadius(200);
// UE_LOG(LogTemp, Warning, TEXT("Hello"));
}
//
// Input
void Aactor_comunicationCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// Set up gameplay key bindings
check(PlayerInputComponent);
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
PlayerInputComponent->BindAxis("MoveForward", this, &Aactor_comunicationCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &Aactor_comunicationCharacter::MoveRight);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("TurnRate", this, &Aactor_comunicationCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &Aactor_comunicationCharacter::LookUpAtRate);
// handle touch devices
PlayerInputComponent->BindTouch(IE_Pressed, this, &Aactor_comunicationCharacter::TouchStarted);
PlayerInputComponent->BindTouch(IE_Released, this, &Aactor_comunicationCharacter::TouchStopped);
// VR headset functionality
PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &Aactor_comunicationCharacter::OnResetVR);
}
void Aactor_comunicationCharacter::OnResetVR()
{
// If actor_comunication is added to a project via 'Add Feature' in the Unreal Editor the dependency on HeadMountedDisplay in actor_comunication.Build.cs is not automatically propagated
// and a linker error will result.
// You will need to either:
// Add "HeadMountedDisplay" to [YourProject].Build.cs PublicDependencyModuleNames in order to build successfully (appropriate if supporting VR).
// or:
// Comment or delete the call to ResetOrientationAndPosition below (appropriate if not supporting VR)
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}
void Aactor_comunicationCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
Jump();
}
void Aactor_comunicationCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
StopJumping();
}
void Aactor_comunicationCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void Aactor_comunicationCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
void Aactor_comunicationCharacter::MoveForward(float Value)
{
if ((Controller != nullptr) && (Value != 0.0f))
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
void Aactor_comunicationCharacter::MoveRight(float Value)
{
if ( (Controller != nullptr) && (Value != 0.0f) )
{
// find out which way is right
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get right vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement in that direction
AddMovementInput(Direction, Value);
}
}
void Aactor_comunicationCharacter::NotifyActorBeginOverlap(AActor* OtherActor)
{
//有任何角色之间的碰撞都会进入这里
if (ARotatingActor* RotatingActorCheck = Cast<ARotatingActor>(OtherActor))//获取相关角色的指针
{
UE_LOG(LogTemp, Warning, TEXT("yes"));
RotatingActorCheck->SetbCanRotate(true);
}
else {
UE_LOG(LogTemp, Warning, TEXT("no"));
}
}
void Aactor_comunicationCharacter::NotifyActorEndOverlap(AActor* OtherActor)
{
if (ARotatingActor* RotatingActorCheck = Cast<ARotatingActor>(OtherActor))
{
RotatingActorCheck->SetbCanRotate(false);
}
}
3、重点解读
这种方法的核心就是通过碰撞回调函数和cast获得特定角色的指针。
二、直接通信
1、整体流程
第一步:创建电灯actor,并实现相关功能
第二步:在玩家角色中,增加电灯类变量,并进行相关操作
第三步:在编辑器中将电灯类指定到场景中的角色
2、源码带注释
CeilingLight.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CeilingLight.generated.h"
UCLASS()
class ACTOR_COMUNICATION_API ACeilingLight : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ACeilingLight();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UPROPERTY(EditInstanceOnly, BlueprintReadWrite)
USceneComponent* SceneComp;
UPROPERTY(EditInstanceOnly, BlueprintReadWrite)
class UPointLightComponent* PointLightComp;
UPROPERTY(EditInstanceOnly, BlueprintReadWrite)
UStaticMeshComponent* StaticMeshComp;
UPROPERTY(EditInstanceOnly, BlueprintReadWrite)
float Brightness;
UPROPERTY(EditInstanceOnly, BlueprintReadWrite)
float SourceRadius;
UPROPERTY(EditInstanceOnly, BlueprintReadWrite)
FLinearColor Color;
UPROPERTY(EditInstanceOnly, BlueprintReadWrite)
bool IsLightOn;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UFUNCTION()
void TurnOffLight();
};
CeilingLight.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "CeilingLight.h"
#include "Components/PointLightComponent.h"
// Sets default values
ACeilingLight::ACeilingLight()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
// 将此Actor设置为每帧调用Tick()函数。如果你不需要此特性,你可以关闭它以提升性能。
PrimaryActorTick.bCanEverTick = true;
SceneComp = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComp"));
PointLightComp = CreateDefaultSubobject<UPointLightComponent>(TEXT("PointLightComp"));
StaticMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMeshComp"));
SceneComp = RootComponent;
PointLightComp->AttachToComponent(SceneComp, FAttachmentTransformRules::KeepRelativeTransform);
StaticMeshComp->AttachToComponent(SceneComp, FAttachmentTransformRules::KeepRelativeTransform);
PointLightComp->SetWorldLocation(FVector(0, 0, -130));
Brightness = 1700.f;
Color = FLinearColor(1.f, 0.77f, 0.46f);
SourceRadius = 3.5f;
PointLightComp->SetIntensity(Brightness);
PointLightComp->SetLightColor(Color);
PointLightComp->SetSourceRadius(SourceRadius);
PointLightComp->SetVisibility(true);
}
// Called when the game starts or when spawned
void ACeilingLight::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ACeilingLight::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ACeilingLight::TurnOffLight()
{
if (IsLightOn)
{
PointLightComp->SetVisibility(false);
IsLightOn = false;
}
else
{
PointLightComp->SetVisibility(true);
IsLightOn = true;
}
}
actor_comunicationCharacter.h
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "actor_comunicationCharacter.generated.h"
UCLASS(config=Game)
class Aactor_comunicationCharacter : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
public:
Aactor_comunicationCharacter();
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;
protected:
UPROPERTY(EditInstanceOnly, BlueprintReadWrite , Category = "chose_light")
class ACeilingLight* CeilingLightToToggle; //点灯类对象
void ToggleCeilingLight(); //切换灯
virtual void NotifyActorBeginOverlap(AActor* OtherActor); //通知角色进入判定范围
virtual void NotifyActorEndOverlap(AActor* OtherActor); //通知角色离开判定范围
class USphereComponent* SphereComp; //设置碰撞的网格体
/** Resets HMD orientation in VR. */
void OnResetVR();
/** Called for forwards/backward input */
void MoveForward(float Value);
/** Called for side to side input */
void MoveRight(float Value);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
/** Handler for when a touch input begins. */
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// End of APawn interface
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};
actor_comunicationCharacter.cpp
// Copyright Epic Games, Inc. All Rights Reserved.
#include "actor_comunicationCharacter.h"
#include "HeadMountedDisplayFunctionLibrary.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
#include "RotatingActor.h"
#include "Components/SphereComponent.h"
#include "CeilingLight.h"
//
// Aactor_comunicationCharacter
Aactor_comunicationCharacter::Aactor_comunicationCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
GetCharacterMovement()->JumpZVelocity = 600.f;
GetCharacterMovement()->AirControl = 0.2f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
SphereComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
SphereComp->AttachToComponent(GetMesh(), FAttachmentTransformRules::KeepRelativeTransform);
SphereComp->SetSphereRadius(200);
// UE_LOG(LogTemp, Warning, TEXT("Hello"));
}
//
// Input
void Aactor_comunicationCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// Set up gameplay key bindings
check(PlayerInputComponent);
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
PlayerInputComponent->BindAxis("MoveForward", this, &Aactor_comunicationCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &Aactor_comunicationCharacter::MoveRight);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("TurnRate", this, &Aactor_comunicationCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &Aactor_comunicationCharacter::LookUpAtRate);
// handle touch devices
PlayerInputComponent->BindTouch(IE_Pressed, this, &Aactor_comunicationCharacter::TouchStarted);
PlayerInputComponent->BindTouch(IE_Released, this, &Aactor_comunicationCharacter::TouchStopped);
// VR headset functionality
PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &Aactor_comunicationCharacter::OnResetVR);
//点灯的控制键
PlayerInputComponent->BindAction("Use", IE_Pressed, this, &Aactor_comunicationCharacter::ToggleCeilingLight);
}
void Aactor_comunicationCharacter::OnResetVR()
{
// If actor_comunication is added to a project via 'Add Feature' in the Unreal Editor the dependency on HeadMountedDisplay in actor_comunication.Build.cs is not automatically propagated
// and a linker error will result.
// You will need to either:
// Add "HeadMountedDisplay" to [YourProject].Build.cs PublicDependencyModuleNames in order to build successfully (appropriate if supporting VR).
// or:
// Comment or delete the call to ResetOrientationAndPosition below (appropriate if not supporting VR)
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}
void Aactor_comunicationCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
Jump();
}
void Aactor_comunicationCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
StopJumping();
}
void Aactor_comunicationCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void Aactor_comunicationCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
void Aactor_comunicationCharacter::MoveForward(float Value)
{
if ((Controller != nullptr) && (Value != 0.0f))
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
void Aactor_comunicationCharacter::MoveRight(float Value)
{
if ( (Controller != nullptr) && (Value != 0.0f) )
{
// find out which way is right
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get right vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement in that direction
AddMovementInput(Direction, Value);
}
}
void Aactor_comunicationCharacter::NotifyActorBeginOverlap(AActor* OtherActor)
{
//有任何角色之间的碰撞都会进入这里
if (ARotatingActor* RotatingActorCheck = Cast<ARotatingActor>(OtherActor))//获取相关角色的指针
{
UE_LOG(LogTemp, Warning, TEXT("yes"));
RotatingActorCheck->SetbCanRotate(true);
}
else {
UE_LOG(LogTemp, Warning, TEXT("no"));
}
}
void Aactor_comunicationCharacter::NotifyActorEndOverlap(AActor* OtherActor)
{
if (ARotatingActor* RotatingActorCheck = Cast<ARotatingActor>(OtherActor))
{
RotatingActorCheck->SetbCanRotate(false);
}
}
void Aactor_comunicationCharacter::ToggleCeilingLight()
{
if (CeilingLightToToggle)
{
CeilingLightToToggle->TurnOffLight();
}
}
3、重点解读
在类内部声明一个要控制的角色的对象变量,通过蓝图定义该变量,将要控制的角色的指针引用到玩家类内部
三、委托
1、整体流程
第一步:创建用于触发的盒体角色。声明委托类型,定义委托变量。用委托变量的ExecuteIfBound()发出委托用于触发相关actor。
第二步:创建一个响应委托的角色。在begin函数中绑定相关函数,在接收到广播后运行被绑定的函数。
2、源码带注释
BossActor.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "BossActor.generated.h"
DECLARE_DELEGATE(FOnBossDiedDelegate); //宏定义委托类型
UCLASS()
class ACTOR_COMUNICATION_API ABossActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ABossActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
protected:
UFUNCTION()
void HandleBossDiedEvent();
UPROPERTY(EditInstanceOnly, BlueprintReadWrite)
class UBoxComponent* BoxComp; //碰撞盒
virtual void NotifyActorBeginOverlap(AActor* OtherActor); //碰撞回调函数
public:
FOnBossDiedDelegate OnBossDied; //声明委托类型
};
BossActor.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "BossActor.h"
#include "Components/BoxComponent.h"
// Sets default values
ABossActor::ABossActor()
{
// 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;
BoxComp = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxComp"));
BoxComp->SetBoxExtent(FVector(128, 128, 64));
BoxComp->SetVisibility(true);
}
// Called when the game starts or when spawned
void ABossActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ABossActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ABossActor::HandleBossDiedEvent()
{
OnBossDied.ExecuteIfBound(); //发送广播,让设置委托的actor被触发
}
void ABossActor::NotifyActorBeginOverlap(AActor* OtherActor)
{
HandleBossDiedEvent(); //碰撞后发送广播
}
DoorActor.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Components/TimelineComponent.h"
#include "DoorActor.generated.h"
UCLASS()
class ACTOR_COMUNICATION_API ADoorActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ADoorActor();
// 用于保留曲线资产的变量
UPROPERTY(EditInstanceOnly)
UCurveFloat* DoorTimelineFloatCurve;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void BossDiedEventFunction();
UPROPERTY(EditInstanceOnly, BlueprintReadWrite)
class ABossActor* BossActorReference;
//表示门的网格体组件
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
UStaticMeshComponent* DoorFrame;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
UStaticMeshComponent* Door;
//用于对门网格体进行动画处理的时间轴组件
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
UTimelineComponent* DoorTimelineComp;
//用于处理我们的更新轨道事件的浮点轨道签名
FOnTimelineFloat UpdateFunctionFloat;
//用于使用时间轴图表更新门相对位置的函数
UFUNCTION()
void UpdateTimelineComp(float Output);
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
DoorActor.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "DoorActor.h"
#include "BossActor.h"
// Sets default values
ADoorActor::ADoorActor()
{
// 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;
//创建我们的默认组件
DoorFrame = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("DoorFrameMesh"));
Door = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("DoorMesh"));
DoorTimelineComp = CreateDefaultSubobject<UTimelineComponent>(TEXT("DoorTimelineComp"));
//设置绑定
DoorFrame->SetupAttachment(RootComponent);
Door->AttachToComponent(DoorFrame, FAttachmentTransformRules::KeepRelativeTransform);
Door->SetRelativeLocation(FVector(0, 35, 0));
}
// Called when the game starts or when spawned
void ADoorActor::BeginPlay()
{
Super::BeginPlay();
//将浮点轨道绑定到UpdateTimelineComp函数的输出
UpdateFunctionFloat.BindDynamic(this, &ADoorActor::UpdateTimelineComp);
//如果有浮点曲线,将其图表绑定到我们的更新函数
if (DoorTimelineFloatCurve)
{
DoorTimelineComp->AddInterpFloat(DoorTimelineFloatCurve, UpdateFunctionFloat);
}
if (BossActorReference)
{
BossActorReference->OnBossDied.BindUObject(this, &ADoorActor::BossDiedEventFunction); //绑定回调函数
}
}
// Called every frame
void ADoorActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ADoorActor::BossDiedEventFunction()
{
DoorTimelineComp->Play();
}
void ADoorActor::UpdateTimelineComp(float Output)
{
// 基于时间轴曲线的输出,创建并设置门的新相对位置
FRotator DoorNewRotation = FRotator(0.0f, Output, 0.f);
Door->SetRelativeRotation(DoorNewRotation);
}
3、重点解读
(1)宏定义委托类型
DECLARE_DELEGATE(FOnBossDiedDelegate); //宏定义委托类型
(2)主动发送广播
OnBossDied.ExecuteIfBound();
(3)初始化时将接收到广播的回调函数绑定好
BossActorReference->OnBossDied.BindUObject(this, &ADoorActor::BossDiedEventFunction); //绑定回调函数
四、接口
这个就是一种封装技巧,一个相同作用的功能在不同的actor中会有不同的实现方法,比如同样是开关,在面对电灯和门实现方法肯定不同,但在玩家类的调用中希望可以使用同一个叫做“打开”函数用于控制灯和门的开关。