UE5.2.1 C++ 第一人称模板

GameMode.h

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "demoGameMode.generated.h"

UCLASS(minimalapi)
class AdemoGameMode : public AGameModeBase
{
	GENERATED_BODY()

public:
	AdemoGameMode();
};

GameMode.cpp

#include "demoGameMode.h"
#include "demoCharacter.h"
#include "UObject/ConstructorHelpers.h"

AdemoGameMode::AdemoGameMode()
	: Super(){
	// 设置默认Pawn为蓝图类
	static ConstructorHelpers::FClassFinder<APawn> PlayerPawnClassFinder(TEXT("/Game/FirstPerson/Blueprints/BP_FirstPersonCharacter"));
	DefaultPawnClass = PlayerPawnClassFinder.Class;

}

Character.h

#pragma once

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

class UInputComponent;//输入组件声明
class USkeletalMeshComponent;//骨骼网格体组件声明
class USceneComponent;//场景组件声明
class UCameraComponent;//摄像机组件声明
class UAnimMontage;//动画蒙太奇组件
class USoundBase;//声音组件

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

	/** 骨骼网格体组件(arms; seen only by self) */
	UPROPERTY(VisibleDefaultsOnly, Category=Mesh)
	USkeletalMeshComponent* Mesh1P;

	/** 摄像机组件 */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	UCameraComponent* FirstPersonCameraComponent;

	/** 输入映射上下文 */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
	class UInputMappingContext* DefaultMappingContext;

	/** 跳跃输入操作 */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
	class UInputAction* JumpAction;

	/** 移动输入操作 */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
	class UInputAction* MoveAction;

	
public:
	AdemoCharacter();

protected:
	virtual void BeginPlay();

public:
		
	/** 视角输入操作 */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
	class UInputAction* LookAction;

	/** Bool for AnimBP to switch to another animation set */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Weapon)
	bool bHasRifle;

	/** Setter to set the bool */
	UFUNCTION(BlueprintCallable, Category = Weapon)
	void SetHasRifle(bool bNewHasRifle);

	/** Getter for the bool */
	UFUNCTION(BlueprintCallable, Category = Weapon)
	bool GetHasRifle();

protected:
	/** 调用移动输入 */
	void Move(const FInputActionValue& Value);

	/** 调用视角输入 */
	void Look(const FInputActionValue& Value);

protected:
	// 绑定输入
	virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;

public:
	/** 返回骨骼网格体子对象 **/
	USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; }
	/** 返回第一人称组件子系统 **/
	UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }

};

Character.cpp

#include "demoCharacter.h"
#include "demoProjectile.h"
#include "Animation/AnimInstance.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"

AdemoCharacter::AdemoCharacter()
{
	// Character doesnt have a rifle at start
	bHasRifle = false;
	
	// 设置胶囊体形状
	GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);//(半径,半高)
		
	// 初始化摄像机
	FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
	FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());//摄像机设置为胶囊体子组件
	FirstPersonCameraComponent->SetRelativeLocation(FVector(-10.f, 0.f, 60.f)); //设置变换位置
	FirstPersonCameraComponent->bUsePawnControlRotation = true;//使用Pawn控制旋转设置为true

	// 骨骼网格体初始化
	Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));
	Mesh1P->SetOnlyOwnerSee(true);//仅拥有者可见设置为true
	Mesh1P->SetupAttachment(FirstPersonCameraComponent);//将此组件设置为摄像机子组件
	Mesh1P->bCastDynamicShadow = false;//动态阴影设置为false
	Mesh1P->CastShadow = false;//投射阴影设置为false
	//Mesh1P->SetRelativeRotation(FRotator(0.9f, -19.19f, 5.2f));
	Mesh1P->SetRelativeLocation(FVector(-30.f, 0.f, -150.f));//设置变换位置

}

void AdemoCharacter::BeginPlay()
{
	// 调用子类
	Super::BeginPlay();

	//添加输入映射上下文
	if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
	{
		if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
		{
			Subsystem->AddMappingContext(DefaultMappingContext, 0);
		}
	}

}

void AdemoCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
	// 设置绑定操作
	if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
	{
		//跳跃
		EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);
		EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
		//移动
		EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AdemoCharacter::Move);
		//视角
		EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AdemoCharacter::Look);
	}
}


void AdemoCharacter::Move(const FInputActionValue& Value)
{
	// 输入是Vector2D
	FVector2D MovementVector = Value.Get<FVector2D>();

	if (Controller != nullptr)
	{
		// 添加移动输入
		AddMovementInput(GetActorForwardVector(), MovementVector.Y);
		AddMovementInput(GetActorRightVector(), MovementVector.X);
	}
}

void AdemoCharacter::Look(const FInputActionValue& Value)
{
	// 输入是Vector2D
	FVector2D LookAxisVector = Value.Get<FVector2D>();

	if (Controller != nullptr)
	{
		// add yaw and pitch input to controller
		AddControllerYawInput(LookAxisVector.X);
		AddControllerPitchInput(LookAxisVector.Y);
	}
}

void AdemoCharacter::SetHasRifle(bool bNewHasRifle)
{
	bHasRifle = bNewHasRifle;
}

bool AdemoCharacter::GetHasRifle()
{
	return bHasRifle;
}

Projectile.h

#pragma once

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

class USphereComponent;//球体组件声明
class UProjectileMovementComponent;//发射物移动组件

UCLASS(config=Game)
class AdemoProjectile : public AActor
{
	GENERATED_BODY()

	/** 球体组件 */
	UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
	USphereComponent* CollisionComp;

	/** 发射物移动组件 */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
	UProjectileMovementComponent* ProjectileMovement;

public:
	AdemoProjectile();

	/** called when projectile hits something */
	UFUNCTION()
	void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);

	/** 返回球体子对象 **/
	USphereComponent* GetCollisionComp() const { return CollisionComp; }
	/** 返回发射物子对象 **/
	UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }
};

Projectile.cpp

#include "demoProjectile.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Components/SphereComponent.h"

AdemoProjectile::AdemoProjectile() 
{
	// 球体初始化
	CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
	CollisionComp->InitSphereRadius(5.0f);//球体半径
	CollisionComp->BodyInstance.SetCollisionProfileName("Projectile");//碰撞预设
	CollisionComp->OnComponentHit.AddDynamic(this, &AdemoProjectile::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;

	// 设置根组件名称
	RootComponent = CollisionComp;

	// 发射物初始化
	ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
	ProjectileMovement->UpdatedComponent = CollisionComp;
	ProjectileMovement->InitialSpeed = 3000.f;//初始速度
	ProjectileMovement->MaxSpeed = 3000.f;//最大速度
	ProjectileMovement->bRotationFollowsVelocity = true;//旋转跟踪速度设置为true
	ProjectileMovement->bShouldBounce = true;//应反弹设置为true

	// 初始生命周期为3
	InitialLifeSpan = 3.0f;
}

void AdemoProjectile::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();
	}
}

TP_PickUpComponent.h

#pragma once

#include "CoreMinimal.h"
#include "Components/SphereComponent.h"
#include "demoCharacter.h"
#include "TP_PickUpComponent.generated.h"

// Declaration of the delegate that will be called when someone picks this up
// The character picking this up is the parameter sent with the notification
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPickUp, AdemoCharacter*, PickUpCharacter);

UCLASS(Blueprintable, BlueprintType, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
class DEMO_API UTP_PickUpComponent : public USphereComponent
{
	GENERATED_BODY()

public:
	
	/** Delegate to whom anyone can subscribe to receive this event */
	UPROPERTY(BlueprintAssignable, Category = "Interaction")
	FOnPickUp OnPickUp;

	UTP_PickUpComponent();
protected:

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

	/** Code for when something overlaps this component */
	UFUNCTION()
	void OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
};

TP_PickUpComponent.cpp

#include "TP_PickUpComponent.h"

UTP_PickUpComponent::UTP_PickUpComponent()
{
	// Setup the Sphere Collision
	SphereRadius = 32.f;
}

void UTP_PickUpComponent::BeginPlay()
{
	Super::BeginPlay();

	// Register our Overlap Event
	OnComponentBeginOverlap.AddDynamic(this, &UTP_PickUpComponent::OnSphereBeginOverlap);
}

void UTP_PickUpComponent::OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
	// Checking if it is a First Person Character overlapping
	AdemoCharacter* Character = Cast<AdemoCharacter>(OtherActor);
	if(Character != nullptr)
	{
		// Notify that the actor is being picked up
		OnPickUp.Broadcast(Character);

		// Unregister from the Overlap Event so it is no longer triggered
		OnComponentBeginOverlap.RemoveAll(this);
	}
}

TP_WeaponComponent.h

#pragma once

#include "CoreMinimal.h"
#include "Components/SkeletalMeshComponent.h"
#include "TP_WeaponComponent.generated.h"

class AdemoCharacter;

UCLASS(Blueprintable, BlueprintType, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class DEMO_API UTP_WeaponComponent : public USkeletalMeshComponent
{
	GENERATED_BODY()

public:
	/** Projectile class to spawn */
	UPROPERTY(EditDefaultsOnly, Category=Projectile)
	TSubclassOf<class AdemoProjectile> ProjectileClass;

	/** Sound to play each time we fire */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
	USoundBase* FireSound;
	
	/** AnimMontage to play each time we fire */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
	UAnimMontage* FireAnimation;

	/** Gun muzzle's offset from the characters location */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
	FVector MuzzleOffset;

	/** MappingContext */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
	class UInputMappingContext* FireMappingContext;

	/** Fire Input Action */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
	class UInputAction* FireAction;

	/** Sets default values for this component's properties */
	UTP_WeaponComponent();

	/** Attaches the actor to a FirstPersonCharacter */
	UFUNCTION(BlueprintCallable, Category="Weapon")
	void AttachWeapon(AdemoCharacter* TargetCharacter);

	/** Make the weapon Fire a Projectile */
	UFUNCTION(BlueprintCallable, Category="Weapon")
	void Fire();

protected:
	/** Ends gameplay for this component. */
	UFUNCTION()
	virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;

private:
	/** The Character holding this weapon*/
	AdemoCharacter* Character;
};

TP_WeaponComponent.cpp

#include "TP_WeaponComponent.h"
#include "demoCharacter.h"
#include "demoProjectile.h"
#include "GameFramework/PlayerController.h"
#include "Camera/PlayerCameraManager.h"
#include "Kismet/GameplayStatics.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"

// Sets default values for this component's properties
UTP_WeaponComponent::UTP_WeaponComponent()
{
	// Default offset from the character location for projectiles to spawn
	MuzzleOffset = FVector(100.0f, 0.0f, 10.0f);
}


void UTP_WeaponComponent::Fire()
{
	if (Character == nullptr || Character->GetController() == nullptr)
	{
		return;
	}

	// Try and fire a projectile
	if (ProjectileClass != nullptr)
	{
		UWorld* const World = GetWorld();
		if (World != nullptr)
		{
			APlayerController* PlayerController = Cast<APlayerController>(Character->GetController());
			const FRotator SpawnRotation = PlayerController->PlayerCameraManager->GetCameraRotation();
			// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
			const FVector SpawnLocation = GetOwner()->GetActorLocation() + SpawnRotation.RotateVector(MuzzleOffset);
	
			//Set Spawn Collision Handling Override
			FActorSpawnParameters ActorSpawnParams;
			ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
	
			// Spawn the projectile at the muzzle
			World->SpawnActor<AdemoProjectile>(ProjectileClass, SpawnLocation, SpawnRotation, ActorSpawnParams);
		}
	}
	
	// Try and play the sound if specified
	if (FireSound != nullptr)
	{
		UGameplayStatics::PlaySoundAtLocation(this, FireSound, Character->GetActorLocation());
	}
	
	// Try and play a firing animation if specified
	if (FireAnimation != nullptr)
	{
		// Get the animation object for the arms mesh
		UAnimInstance* AnimInstance = Character->GetMesh1P()->GetAnimInstance();
		if (AnimInstance != nullptr)
		{
			AnimInstance->Montage_Play(FireAnimation, 1.f);
		}
	}
}

void UTP_WeaponComponent::AttachWeapon(AdemoCharacter* TargetCharacter)
{
	Character = TargetCharacter;
	if (Character == nullptr)
	{
		return;
	}

	// Attach the weapon to the First Person Character
	FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
	AttachToComponent(Character->GetMesh1P(), AttachmentRules, FName(TEXT("GripPoint")));
	
	// switch bHasRifle so the animation blueprint can switch to another animation set
	Character->SetHasRifle(true);

	// Set up action bindings
	if (APlayerController* PlayerController = Cast<APlayerController>(Character->GetController()))
	{
		if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
		{
			// Set the priority of the mapping to 1, so that it overrides the Jump action with the Fire action when using touch input
			Subsystem->AddMappingContext(FireMappingContext, 1);
		}

		if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerController->InputComponent))
		{
			// Fire
			EnhancedInputComponent->BindAction(FireAction, ETriggerEvent::Triggered, this, &UTP_WeaponComponent::Fire);
		}
	}
}

void UTP_WeaponComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
	if (Character == nullptr)
	{
		return;
	}

	if (APlayerController* PlayerController = Cast<APlayerController>(Character->GetController()))
	{
		if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
		{
			Subsystem->RemoveMappingContext(FireMappingContext);
		}
	}
}

  • 1
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

Woody_Dark

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值