1.组件
1)静态网格体
UPROPERTY()
class UStaticMeshComponent* Mesh;
//源文件
#include "Components/StaticMeshComponent.h"
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
2)粒子组件
UPROPERTY()
class UParticleSystemComponent* MyParticle;
//源文件
#include "Particles/ParticleSystemComponent.h"
MyParticle = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MyParticle"));
3)音频组件
UPROPERTY()
class UAudioComponent* MyAudio;
//源文件
#include "Components/AudioComponent.h"
MyAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("MyAudio"));
4)碰撞盒子组件
UPROPERTY()
class UBoxComponent* MyBox;
//源文件
#include "Components/BoxComponent.h"
MyBox = CreateDefaultSubobject<UBoxComponent>(TEXT("MyBox"));
MyBox->SetBoxExtent(FVector(1000.0f, 1000.0f, 100.0f));
5)球形碰撞
UPROPERTY()
USphereComponent* CollisionComponent;
//源文件
#include "Components/SphereComponent.h"
// 用球体进行简单的碰撞展示。
CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
// 设置球体的碰撞半径。
CollisionComponent->InitSphereRadius(15.0f);
6)发射物移动组件
// 发射物移动组件。
UPROPERTY(VisibleAnywhere, Category = Movement)
UProjectileMovementComponent* ProjectileMovementComponent;
//源文件
#include "GameFramework/ProjectileMovementComponent.h"
// 使用此组件驱动发射物的移动。
ProjectileMovementComponent = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovementComponent"));
//更新组件(参数)的位置,通常是更新actor根组件的位置
ProjectileMovementComponent->SetUpdatedComponent(CollisionComponent);
//发射物初始速度
ProjectileMovementComponent->InitialSpeed = 3000.0f;
//发射物最高速度
ProjectileMovementComponent->MaxSpeed = 3000.0f;
//发射物的选择在每一帧进行更新
ProjectileMovementComponent->bRotationFollowsVelocity = true;
//设置反弹
ProjectileMovementComponent->bShouldBounce = true;
//反弹系数
ProjectileMovementComponent->Bounciness = 0.3f;
//发射物重量
ProjectileMovementComponent->ProjectileGravityScale = 0.0f;
7)弹簧臂
UPROPERTY()
class USpringArmComponent* SpringArmComp;
//源文件
#include "GameFramework/SpringArmComponent.h"
SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArmComponent"));
//为SpringArm类的变量赋值。
SpringArmComp->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 50.0f), FRotator(-60.0f, 0.0f, 0.0f));
SpringArmComp->TargetArmLength = 400.f;
SpringArmComp->bEnableCameraLag = true;
SpringArmComp->CameraLagSpeed = 3.0f
8)1.相机组件
UPROPERTY()
class UCameraComponent* CameraComp;
//源文件
#include "Camera/CameraComponent.h"
CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
CameraComp->SetupAttachment(SpringArmComp,USpringArmComponent::SocketName);
2.修改相机视野大小
// Called every frame
void ASCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
//目标视角面积
float TargetFov = bWantToZoom ? ZoomedFOV : DefaultsFOV;
//当前视野面积:当前视野,目标视野,帧数,速度
float NewFOV = FMath::FInterpTo(CameraComp->FieldOfView, TargetFov, DeltaTime, ZoomInterpSpeed);
//设置摄像机当前的视角面积
CameraComp->SetFieldOfView(NewFOV);
}
9) 推力组件
UPROPERTY()
class UPhysicsThrusterComponent* UpThruster;
//源文件
#include "PhysicsEngine/PhysicsThrusterComponent.h"
#include "Kismet/KismetMathLibrary.h"
UpThruster = CreateDefaultSubobject<UPhysicsThrusterComponent>(TEXT("UpThruster"));
UpThruster->SetupAttachment(RootComponent);
UpThruster->ThrustStrength = 980.0f;
UpThruster->SetAutoActivate(true);
//x轴指向无人机下方
UpThruster->SetWorldRotation(UKismetMathLibrary::MakeRotFromX(-this->GetActorUpVector()))
10)根组件的设置
RootComponent = Mesh
11)绑定根组件和插槽
Paddle1->SetupAttachment(Mesh)
Paddle1->SetupAttachment(Mesh, TEXT("Paddle1"));
12)得到胶囊体
#include "Components/CapsuleComponent.h"
GetCapsuleComponent()
13)移动组件
#include "GameFrameWork/CharacterMovementComponent.h"
//设置最大行走速度
GetCharacterMovement()->MaxWalkSpeed = 300;
14)骨骼网格组件
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
class USkeletalMeshComponent * MeshComponent;
#include "Components/SkeletalMeshComponent.h"
MeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("MeshComponent"));
15)辐射力组件
//辐射力组件
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
class URadialForceComponent * RadialForceComp;
#include "PhysicsEngine/RadialForceComponent.h"
//构造函数
RadialForceComp = CreateDefaultSubobject<URadialForceComponent>(TEXT("RadialForceComp"));
RadialForceComp->bImpulseVelChange = true;
RadialForceComp->bIgnoreOwningActor = true;
RadialForceComp->bAutoActivate = false;
RadialForceComp->SetupAttachment(RootComponent);
//其他函数里面
//范围力起作用
RadialForceComp->FireImpulse();
2.特效
1)在某个位置生成粒子特效
UPROPERTY()
UParticleSystem * Emitter_Projectile;
//源文件
#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), Emitter_Projectile, this->GetTransform());
//项目中又遇到了一次
//生成特效在命中点
//ImpactEffect:特效 ImpactPoint:打击点 Rotation():打击方向
if (ImpactEffect)
{
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactEffect, Hit.ImpactPoint, Hit.ImpactNormal.Rotation());
}
2-1)生成声音base
//发射声音
UPROPERTY(EditAnywhere)
class USoundBase * FireSound;
//源文件
#include "Kismet/GamePlayStatics.h"
UGameplayStatics::PlaySoundAtLocation(this, FireSound, this->GetActorLocation(), 2.0f);
2-2)生成声音 cue
//自爆警告声音特效
UPROPERTY(EditDefaultsOnly, Category = "TracerBot")
class USoundCue * SelfDestructSound;
//爆炸特效
UPROPERTY(EditDefaultsOnly, Category = "TracerBot")
class USoundCue * ExploedSound;
#include "Sound/SoundCue.h"
//发生爆炸声,在actor的位置
UGameplayStatics::PlaySoundAtLocation(this, ExploedSound, GetActorLocation());
//将自爆警告声音绑定到根组件
UGameplayStatics::SpawnSoundAttached(SelfDestructSound, RootComponent);
3)在组件槽点生成粒子特效
if (MuzzleEffect)
{
//粒子特效,组件,组件的socket
UGameplayStatics::SpawnEmitterAttached(MuzzleEffect, MeshComponent, MuzzleSocketName);
}
3.输入
1)限制组件类型
UPROPERTY()
TSubclassOf<AFloatingActor> floatingActor;//AFloatingActor是一个类型,这是一个例子
2)character前后左右移动
void MoveX(float value);
void MoveY(float value);
//定义
void APacdotPlayer::MoveX(float value)
{
//Vlocity是FVector类型
Vlocity.X = value;
Vlocity.Y = 0;
//character自带的函数,我们把向量喂给他就可以了
AddMovementInput(Vlocity);
}
void APacdotPlayer::MoveY(float value)
{
Vlocity.X = 0;
Vlocity.Y = value;
AddMovementInput(Vlocity);
}
//绑定函数
void APacdotPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveX", this, &APacdotPlayer::MoveX);
PlayerInputComponent->BindAxis("MoveY", this, &APacdotPlayer::MoveY);
}
4.输出
1)float转string并打印
#include "Kismet/KismetSystemLibrary.h"
FString::SanitizeFloat(UpThruster->ThrustStrength);
UKismetSystemLibrary::PrintString(this,FString::SanitizeFloat(UpThruster->ThrustStrength));
2)生成Actor
//发射物种类
UPROPERTY(EditAnywhere)
TSubclassOf<class AMissle> Bullet;
//源文件
FTransform firepoint = Mesh->GetSocketTransform(TEXT("Fire"));
GetWorld()->SpawnActor<AMissle>(Bullet, firepoint);
//另一个项目
//生成参数
FActorSpawnParameters SpawnParams;
//参数设置
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
//抛射物对象,生成位置,方向,生成参数
GetWorld()->SpawnActor<AActor>(ProjectileClass, MuzzleLocation, EyeRotator, SpawnParams);
生成actor并绑定到骨骼组件的插槽上
#include "Engine/World.h"
#include "SWeapen.h"
#include "Components/SkeletalMeshComponent.h"
//设置生成参数,当生成的actor碰到了其他物体,也要生成
FActorSpawnParameters Parameters;
Parameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
//生成武器actor(类型、位置、方向、参数),并且其地址赋予到指针上
CurrentWeapen = GetWorld()->SpawnActor<ASWeapen>(StartWeapen, FVector::ZeroVector, FRotator::ZeroRotator, Parameters);
//设置武器的位置与骨骼的插槽中,并设置主人
if (CurrentWeapen)
{
CurrentWeapen->SetOwner(this);
CurrentWeapen->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale,WeaponAttachSoketName);
}
5.工具
1)timer定时器
//添加一个句柄
FTimerHandle SpwanTimerHandle;
#include "Engine/public/TimerManager.h"
//要调用的函数
UFUNCTION()
void SpwanHandler();
//源文件
void AEnemySpawner::BeginPlay()
{
Super::BeginPlay();
GetWorld()->GetTimerManager().SetTimer(SpwanTimerHandle,this,&AEnemySpawner::SpwanHandler,2.0f,true);
}
//还有一种写法
GetWorldTimerManager().SetTimer(VulnerableTimerHandle, this, &APacdotEnermy::SetNormal, Time ,false);
//根据句柄得到对应计时器剩余时间
GetWorldTimerManager().GetTimerRemaining((*Iter)->VulnerableTimerHandle);
//清除对应计时器
GetWorldTimerManager().ClearTimer(VulnerableTimerHandle);
2)添加日志消息
#include "Engine/Engine.h"
check(GEngine != nullptr);
// 显示调试消息五秒。
// 参数中的-1"键"值类型参数能防止该消息被更新或刷新。
//游戏启动时,StartPlay()将在屏幕上打印一条新的调试消息
//("Hello World, this is FPSGameModeBase!"),采用黄色文本,显示五秒钟。
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("Hello World, this is FPSGameMode!"));
3)向量
private:
FVector Vlocity;
//构造函数里这个向量一定是要初始化的
Vlocity = FVector(0, 0, 0);
4)重启关卡
GetWorld()->GetFirstLocalPlayerFromController()->ConsoleCommand(TEXT("RestartLevel"));
5)弹道,碰到物体会返回对应的actor
#include "Engine/World.h"
//位置
FVector EyeLocation;
//方向
FRotator EyeRotator;
//得到眼睛的位置和角度
MyOwner->GetActorEyesViewPoint(EyeLocation,EyeRotator);
//弹道的终点就是起点+方向*10000
FVector TraceEnd = EyeLocation + (EyeRotator.Vector() * 1000);
//设置碰撞通道为可见性通道
FCollisionQueryParams QueryParams;
//让射线忽略玩家和枪
QueryParams.AddIgnoredActor(MyOwner);
QueryParams.AddIgnoredActor(this);
//符合追踪设为true,可以让射击更加精准
QueryParams.bTraceComplex = true;
//LineTraceSingleByChannel击中物体返回true
GetWorld()->LineTraceSingleByChannel(Hit, EyeLocation, TraceEnd, ECC_Visibility, QueryParams)
6)debug弹道画线
#include "DrawDebugHelpers.h"
//方便debug
DrawDebugLine(GetWorld(), EyeLocation, TraceEnd, FColor::Red, false, 1, 0, 1);
7)造成点伤害
//命中对象
AActor * HitActor = Hit.GetActor();
//造成点伤害ApplyPointDamage
//参数分别为命中对象、基础伤害、射击方向、命中信息(命中句柄)、MyOwner->GetInstigatorController(暂时不了解)
//this(射击者) 和伤害类型
UGameplayStatics::ApplyPointDamage(HitActor, 20, EyeRotator.Vector(), Hit,MyOwner->GetInstigatorController(),this, DamageType);
8)控制台变量
static int32 DebugWeaponDrawing = 0;
FAutoConsoleVariableRef CVARDebugWeaponDrawing(
TEXT("COOP.DebugWeapons"),
DebugWeaponDrawing,
TEXT("Draw Debug Line For Weapons"),
ECVF_Cheat
);
6.事件
1)重叠事件及其绑定
//OverlappedComponent:自身的重叠组件 OtherActor:重叠的对方 OtherComp:对方的组件
UFUNCTION()
void OverlapHanler(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);
//源文件
//启动overlap事件
Mesh->SetGenerateOverlapEvents(true);
//重叠事件与函数的绑定,this是自身,后面的是要绑定的函数
Mesh->OnComponentBeginOverlap.AddDynamic(this,&AMissle::OverlapHanler);
2)组件的函数绑定在owner的伤害事件
void HandleTakeAnyDamage(AActor* DamagedActor, float Damage, const class UDamageType* DamageType, class AController* InstigatedBy, AActor* DamageCauser);
//源文件
void USHealthComponent::HandleTakeAnyDamage(AActor * DamagedActor, float Damage, const UDamageType * DamageType, AController * InstigatedBy, AActor * DamageCauser)
{
//当前生命值<=0,就不做任何处理
if (Health <= 0)
{
return;
}
//承受伤害
Health = FMath::Clamp(Health - Damage, 0.0f, DefaultHealth);
}
// Called when the game starts
void USHealthComponent::BeginPlay()
{
Super::BeginPlay();
Health = DefaultHealth;
AActor * Owner = GetOwner();
//将该函数绑定在角色的受伤事件上
if (Owner)
{
Owner->OnTakeAnyDamage.AddDynamic(this, &USHealthComponent::HandleTakeAnyDamage);
}
}
3)自定义扣血事件
DECLARE_DYNAMIC_MULTICAST_DELEGATE_SixParams(FOnHealthChangedSignature, USHealthComponent*, HealthComp, float, Health, float, HealthDelta, const class UDamageType*, DamageType, class AController*, InstigatedBy, AActor*, DamageCauser);
//自定义事件的变量
UPROPERTY( BlueprintAssignable, Category = "HealthComponent")
FOnHealthChangedSignature OnHealthChanged;
//源文件
void USHealthComponent::HandleTakeAnyDamage(AActor * DamagedActor, float Damage, const UDamageType * DamageType, AController * InstigatedBy, AActor * DamageCauser)
{
//当前生命值<=0,就不做任何处理
if (Health <= 0)
{
return;
}
//承受伤害
Health = FMath::Clamp(Health - Damage, 0.0f, DefaultHealth);
UE_LOG(LogTemp, Log, TEXT("Health :%s"), *FString::SanitizeFloat(Health));
//自定义事件
OnHealthChanged.Broadcast(this, Health, Damage, DamageType, InstigatedBy, DamageCauser);
}
4)脱离玩家控制
//让玩家控制器与玩家角色分离,并让角色消失(3s)
DetachFromControllerPendingDestroy();
SetLifeSpan(3.0f);
7.UPROPERTY
1.EditAnywhere
2.VisibleAnywhere
3.Category
4.BlueprintReadWrite
5.VisibleAnywhere
8.UFUNCTION
1.BlueprintCallable
2.BlueprintImplementableEvent
3.BlueprintNativeEvent
9.迭代器
1.模板迭代器
//利用迭代,查找场景中有多少食物
//TActorIterator<APacdot>是类型,PacItr是对象名,(GetWorld())构造函数参数表
//上述就是简单的创建一个对象的过程
//我认为PacItr是指向指针的指针,指向APacdot类型的指针
for (TActorIterator<APacdot> PacItr(GetWorld()); PacItr; ++PacItr)
{
PacdotNum++;
}
//利用迭代,找到所有敌人
for (TActorIterator<APacdotEnermy> EneItr(GetWorld()); EneItr; ++EneItr)
{
Enermis.Add(Cast<APacdotEnermy>(*EneItr));
}
2.Iter迭代器
//auto 自动声明对象类型
for (auto Iter(Enermis.CreateIterator()); Iter; ++Iter)
{
Cast<AEnermyController>((*Iter)->GetController())->GoToNewDestination();
}
10.得到游戏模式
// APacmanGameModeBase 是游戏模式类的子类
class APacmanGameModeBase * ModeBaseRef;
#include "PacmanGameModeBase.h"
ModeBaseRef = Cast< APacmanGameModeBase>(UGameplayStatics::GetGameMode(this));
11.网络
1)复制成员变量
//目前玩家手中的武器
UPROPERTY(Replicated)
class ASWeapen * CurrentWeapen1;
//用于网络同步的函数
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
void ASCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
//同步给所有的客户端和服务器
DOREPLIFETIME(ASCharacter, CurrentWeapen1);
}
2)客户端向服务器端复制成员函数的执行内容
//让服务器端也执行开火
//Server服务器 Reliable一直连接 WithValidation 验证
UFUNCTION(Server, Reliable, WithValidation)
void ServerFire();
//函数的实现
void ASWeapen::ServerFire_Implementation()
{
Fire();
}
bool ASWeapen::ServerFire_Validate()
{
return true;
}
//在其他函数中调用
//如果不是服务器,就执行ServerFire(),服务器端就有响应
void ASWeapen::Fire()
{
if (Role < ROLE_Authority)
{
ServerFire();
}
.........
3)服务器端向客户端复制成员函数的执行内容
//要共享的内容
USTRUCT()
struct FHitScanTrace
{
GENERATED_BODY()
public:
//弹道的目的坐标
UPROPERTY()
FVector_NetQuantize TraceTo;
//子弹数目:为了让该结构体内容发生变化,结构体才被不断得被网络复制
UPROPERTY()
uint8 BrustCounter;
};
//网络射击信息 (当HitScanTrace发生改变,就会激活OnRep_HitScanTrace)
UPROPERTY(ReplicatedUsing = OnRep_HitScanTrace)
FHitScanTrace HitScanTrace;
//网络复制函数
UFUNCTION()
void OnRep_HitScanTrace();
//复制网络射击信息
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
//让客户端要做的事情
void ASWeapen::OnRep_HitScanTrace()
{
//调用射击特效
PlayFireEffects(HitScanTrace.TraceTo);
}
void ASWeapen::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
//同步给所有的客户端和服务器(DOREPLIFETIME_CONDITION不用同步给自己)
DOREPLIFETIME_CONDITION(ASWeapen, HitScanTrace,COND_SkipOwner);
}