UE5.1.1C++从0开始(3.发射魔法弹以及爆炸桶效果)

对魔法弹的设置较为简单,只是在初始化的时候对几个属性进行赋值罢了。跟着斯坦福的教程来,应该不会有什么问题,有问题评论区问我。

魔法弹代码:(楼主丈育,魔法子弹多打了一个T,先不改了,将错就错)

SMagicProjectTile.h

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "SMagicProjectTile.generated.h"

UCLASS()
class ACTIONROGUELIKE_API ASMagicProjectTile : public AActor
{
	GENERATED_BODY()
	//球形碰撞体组件
	UPROPERTY(VisibleAnywhere)
	class USphereComponent* SphereComp;
	//运动组件,设置初始速度,是否受重力影响啥的
	UPROPERTY(VisibleAnywhere)
	class UProjectileMovementComponent* MovementComp;
	//粒子系统组件,用来展示粒子效果
	UPROPERTY(VisibleAnywhere)
	class UParticleSystemComponent* EffectComp;
	
public:	
	// Sets default values for this actor's properties
	ASMagicProjectTile();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

};

SMagicProjectTile.cpp

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


#include "SMagicProjectTile.h"
#include "Components/SphereComponent.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Particles/ParticleSystemComponent.h"

// Sets default values
ASMagicProjectTile::ASMagicProjectTile()
{
 	// 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;
	//实例化球形碰撞体组件
	SphereComp = CreateDefaultSubobject<USphereComponent>(TEXT("SephereComp"));
    //使用Projectile的通道检测方案(个人理解,具体看斯坦福的那个老师怎么讲)
	SphereComp->SetCollisionProfileName("Projectile");
    //设置根组件
	RootComponent = SphereComp;
	
    //实例化运动组件
	MovementComp = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("MoveComp"));
    //设置初速度
	MovementComp->InitialSpeed = 1000.0f;
    //如为true,则发射物将在每帧更新其旋转,让旋转匹配速度方向
    //讲人话就是永远面朝速度的正方向
	MovementComp->bRotationFollowsVelocity = true;
    //如为true,初速度将被解译为启动时便在本地空间中
    //我的理解是,如果为false,那么子弹的发射方向只会朝向一个方向,如果为true,那么子弹发射的方向取决于我们摄像机的方向,也就是我们控制器的方向。
	MovementComp->bInitialVelocityInLocalSpace = true;
    //设置子弹的重力比率,如果为0,那么就是没有重力,如果是1,那么就是正常重力,大于1也可以
	MovementComp->ProjectileGravityScale = 0.0f;
	
    //实例化例子系统组件
	EffectComp = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("EffectComp"));
	EffectComp->SetupAttachment(SphereComp);

}

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

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

}


有了魔法弹,我们人物也得增加一个攻击的功能。按照那个老师的说法,是为了系统的可拓展性,所以这里不会写死,而是写一个模板子类,而我们攻击的时候就生成这个类的对象。而具体的类是我们在编辑器里头去写的。

相应的,我们需要在人物的代码中进行一些修改

SCharacter.h

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "InputActionValue.h"
#include "SCharacter.generated.h"




UCLASS(config = Game)
class ACTIONROGUELIKE_API ASCharacter : public ACharacter
{
	GENERATED_BODY()

	UPROPERTY(VisibleAnywhere)
	class USpringArmComponent* SpringArmComp;

	UPROPERTY(VisibleAnywhere)
	class UCameraComponent* CameraComp;

	UPROPERTY(EditAnywhere, Category = Input)
	class UInputMappingContext* DefaultMappingContext;

	UPROPERTY(EditAnywhere,  Category = Input)
	class UInputAction* MoveAction;

	UPROPERTY(EditAnywhere,  Category = Input)
	class UInputAction* JumpAction;

	UPROPERTY(EditAnywhere, Category = Input)
	class UInputAction* LookAction;
	
    //增加一个输入事件,和之前的输入事件相同
	UPROPERTY(EditAnywhere, Category = Input)
	class UInputAction* PrimaryAttackAction;

    //增加一个模板子类,类别为actor
protected:
	UPROPERTY(EditAnywhere)
	class TSubclassOf<AActor> ProjectileClass;

public:
	// Sets default values for this character's properties
	ASCharacter();

protected:

		// Called when the game starts or when spawned
	virtual void BeginPlay() override;

protected:
	void Move(const FInputActionValue& Value);

	void Look(const FInputActionValue& Value);

    //增加一个攻击函数
	void PrimaryAttack();

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

};

SCharacter.cpp

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


#include "SCharacter.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/Controller.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "GameFramework/CharacterMovementComponent.h"


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

	bUseControllerRotationPitch = false;
	bUseControllerRotationRoll = false;
	bUseControllerRotationYaw = false;

	GetCharacterMovement()->bOrientRotationToMovement = true;

	SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	SpringArmComp->SetupAttachment(RootComponent);
	SpringArmComp->bUsePawnControlRotation = true;

	CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
	CameraComp->SetupAttachment(SpringArmComp);
	CameraComp->bUsePawnControlRotation = false;

}

// Called when the game starts or when spawned
void ASCharacter::BeginPlay()
{
	Super::BeginPlay();
	if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
	{
		if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
		{
			Subsystem->AddMappingContext(DefaultMappingContext, 0);
		}
	}

	
}

void ASCharacter::Move(const FInputActionValue& Value)
{
	FVector2D MovementVector = Value.Get<FVector2D>();

	if (Controller!=nullptr)
	{
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);

		const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
		const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
		
		AddMovementInput(ForwardDirection, MovementVector.Y);
		AddMovementInput(RightDirection, MovementVector.X);
	}
}

void ASCharacter::Look(const FInputActionValue& Value)
{
	FVector2D LookAxisVector = Value.Get<FVector2D>();

	if (Controller!=nullptr)
	{
		AddControllerYawInput(LookAxisVector.X);
		AddControllerPitchInput(LookAxisVector.Y);
	}
}

//增加的攻击函数
void ASCharacter::PrimaryAttack()
{	
    //我们需要在函数内生成一个类对象,那么这个类对象除了类自身的属性以外,我们还需要给它一个在世界中的位置,也就是我们的transform
    //我们需要给出创建的对象的位置和旋转角度,SpawnTM就是用控制器的旋转角度,玩家任务的中心位置来构成一个transform
	FTransform SpawnTM = FTransform(GetControlRotation(), GetActorLocation());
    //实例化一个actor类生成参数
	FActorSpawnParameters SpawnParams;
    //设置参数内的一个属性:如何处理生成的魔法弹和我们模型的重叠问题,这里斯坦福老师说的是我们直接生成对象就可以了,如果是DontSpawnIfColliding那么就不会生成对象
	SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
	//在世界内生成对象,对象类型是Actor,参数就是我们之前说过的子模板类,生成的transform,生成对象的参数
	GetWorld()->SpawnActor < AActor >(ProjectileClass, SpawnTM, SpawnParams);
}

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

}

// Called to bind functionality to input
void ASCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
	{
		//MoveAction
		EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ASCharacter::Move);

		//JumpAction
		EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);
		EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);

		//LookAction
		EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ASCharacter::Look);
		
         //增加一个事件绑定
		//PrimaryAttack
		EnhancedInputComponent->BindAction(PrimaryAttackAction, ETriggerEvent::Triggered, this, &ASCharacter::PrimaryAttack);
	}

}


以上工作完成之后,我们的人物就可以发射魔法弹了。随后老师给了一个作业,完成人物的跳跃以及爆炸桶的功能。跳跃功能我们在前面的时候就已经实现了(参照官方的第三人称代码实现的)所以我这里就实现爆炸桶的功能。

注:跟随斯坦福教程一步一步来,注意检测通道的设置,这个很重要!我自己用蓝图写游戏的时候在这里栽了很多次!

用C++还原教程的爆炸桶

SExplosiveBarrel.h

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "SExplosiveBarrel.generated.h"

UCLASS()
class ACTIONROGUELIKE_API ASExplosiveBarrel : public AActor
{
	GENERATED_BODY()
        
public:	
	// Sets default values for this actor's properties
	ASExplosiveBarrel();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;
	
    //静态网格体组件
	UPROPERTY(VisibleAnywhere)
		class UStaticMeshComponent* StaticMeshComp;

    //径向力组件(我个人的理解就是,这个组件可以模拟力的作用,爆炸产生的热能引起的气压变化产生的力(也许?)会影响到人,这个组件就模仿的这个力)
	UPROPERTY(VisibleAnywhere)
		class URadialForceComponent* RadialComp;

    //我们要绑定的函数,此处的所有参数是参考蓝图的参数来定的,你可以一边看蓝图的事件节点一边看下面的函数声明,不加UFUNCTION()会报错
	UFUNCTION()
	void OnComponentHit(UPrimitiveComponent*HitComponent, AActor*OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, FHitResult Hit);

};

SExplosiveBarrel.cpp

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


#include "SExplosiveBarrel.h"
#include "PhysicsEngine/RadialForceComponent.h"
#include "Components/StaticMeshComponent.h"

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

    //实例化一个委托
	FScriptDelegate delegator;
    //将我们在.h内定义的函数绑定到这个委托上来
	delegator.BindUFunction(this, STATIC_FUNCTION_FNAME(TEXT("ASExplosiveBarrel::OnComponentHit")));

    //实例化一个静态网格体
	StaticMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMeshComp"));
    //下面这个相当于我们的event节点后面接了一个函数节点,这个函数节点就是我们自己声明的这个函数,所以当我们的静态网格体被击中的时候,就会触发这个事件,从而调用我们的函数
	StaticMeshComp->OnComponentHit.Add(delegator);
    //设置模拟物理属性为true
	StaticMeshComp->SetSimulatePhysics(true);
    //设置管道检测文档模板为PhysicsActor
	StaticMeshComp->SetCollisionProfileName("PhysicsActor");
    //设置为根组件
	RootComponent = StaticMeshComp;
	

	//实例化径向力组件
	RadialComp = CreateDefaultSubobject<URadialForceComponent>(TEXT("RadioComp"));
    //设置父组件为静态网格体组件
	RadialComp->SetupAttachment(StaticMeshComp);
    //设置径向力半径
	RadialComp->Radius = 500.0f;
    //设置径向力大小(力的大小)
	RadialComp->ImpulseStrength = 2000.0f;
    //如果为true,冲量将无视物体的重量,将造成固定的速度变化
	RadialComp->bImpulseVelChange = true;
    //组件是否在创建时激活,或必须时显示的激活(此处区别不大,教程把它关掉了,初步猜测为性能问题)
	RadialComp->bAutoActivate = false;

}

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

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

}

//自定义函数的实现,拿到自身类里头的径向力组件,调用fireimpulse函数,该函数没有参数,直接调用就行。
void ASExplosiveBarrel::OnComponentHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, FHitResult Hit)
{
	RadialComp->FireImpulse();
}



这里最大的问题说实话是将函数绑定到组件的事件上面,我们蓝图内直接连线,而C++需要一个委托才能绑定到我们的自定义函数,但是这个委托其实是一个标准流程,我们用蓝图自己整习惯了。

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