UE5 C++ TPS开发 学习记录(一) 切换关卡

// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "MyTestCharacter.generated.h" UCLASS() class LAN_API AMyTestCharacter : public ACharacter { GENERATED_BODY() public: // Sets default values for this character's properties AMyTestCharacter(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; public: UPROPERTY(VisibleAnywhere,BlueprintReadWrite, Category="Camera") class USpringArmComponent* CameraBoom; UPROPERTY(VisibleAnywhere,BlueprintReadWrite, Category="Camera") class UCameraComponent* FollowCamera; UPROPERTY(VisibleAnywhere,BlueprintReadWrite,Category="Camera") float BaseLookUpRate; void OnResetVR(); void MoveForward(float Value); void MoveRight(float Value); void TurnAtRate(float Rate); void LookUpAtRate(float Rate); void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location); void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location); // Called every frame virtual void Tick(float DeltaTime) override; // Called to bind functionality to input virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; //复制函数 FORCEINLINE class USpringArmComponent* GetCameraBoom() const {return CameraBoom;} FORCEINLINE class UCameraComponent* GetFollowCamera() const {return FollowCamera;} //打开关卡 UFUNCTION(BlueprintCallable,Category="Camera") void OpenLobby(); //作为客户端打开关卡(第一种形式) UFUNCTION(BlueprintCallable,Category="Camera") void CallOpenlevel(const FString& Address); //作为客户端打开关卡(第二种形式) UFUNCTION(BlueprintCallable,Category="Camera") void CallClientTravel(const FString& Address); };

// Fill out your copyright notice in the Description page of Project Settings. #include "MyTestCharacter.h" #include "Kismet/GameplayStatics.h" // Sets default values AMyTestCharacter::AMyTestCharacter() { // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; } // Called when the game starts or when spawned void AMyTestCharacter::BeginPlay() { Super::BeginPlay(); } void AMyTestCharacter::OnResetVR() { } void AMyTestCharacter::MoveForward(float Value) { } void AMyTestCharacter::MoveRight(float Value) { } void AMyTestCharacter::TurnAtRate(float Rate) { } void AMyTestCharacter::LookUpAtRate(float Rate) { } void AMyTestCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location) { } void AMyTestCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location) { } void AMyTestCharacter::OpenLobby() { UWorld* World = GetWorld(); if(World) { //服务器切换关卡 World->ServerTravel("/Game/Lobby?listen"); } } void AMyTestCharacter::CallOpenlevel(const FString& Address) { //最基础的openlevel UGameplayStatics::OpenLevel(this, *Address ); } void AMyTestCharacter::CallClientTravel(const FString& Address) { //玩家控制器切换关卡 APlayerController* PlayerController = GetGameInstance()->GetFirstLocalPlayerController(); if(PlayerController) { PlayerController->ClientTravel(Address,ETravelType::TRAVEL_Absolute); } } // Called every frame void AMyTestCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); } // Called to bind functionality to input void AMyTestCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); }

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