虚幻四Gameplay Ability System入门(10)-地爆天星!TargetActor Tick

既然神罗天征都做了,那索性把地爆天星也给做了吧。

虚幻四Gameplay Ability System入门(10)-地爆天星!TargetActor Tick_第1张图片

这里做几个小改动,首先就是将TargetActor的启动方式从Instant改为User Confirm。流程就变为1.start targeting 2.玩家confirm 3.结束targeting并传输数据

第二是给Actor加上tick,因为目标追踪本身是一个Actor,那么它自然可以拥有心跳(tick)。我们期望在玩家确认前可以随时调整技能的释放位置。

其它就是一些技能特效和逻辑的小改动。

先看看最终的效果吧(图片太大了放不进去)

TargetActor

首先还是创建TargetActor派生类,命名为AbilityChibakuTenseiTargetActor。

头文件中和之前做了些改动,需要重写Tick函数。新增了两个Actor对象,一个是用来显示技能释放的位置,这个位置会在Tick当中更新;一个用来作为技能效果,也就是视频中中心的那个球。还多了一个函数,用来获取角色的视线与地面碰撞的位置。

UCLASS()
class GAS_LEARN_API AAbilityChibakuTenseiTargetActor : public AGameplayAbilityTargetActor
{
	GENERATED_BODY()

public:
	AAbilityChibakuTenseiTargetActor();

	virtual void StartTargeting(UGameplayAbility* Ability) override;

	virtual void ConfirmTargetingAndContinue() override;

	virtual void Tick(float DeltaSeconds) override;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Ability Settings", meta=(ExposeOnSpawn = true))
	float Radius;

	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Ability Settings", meta=(ExposeOnSpawn = true))
	TSubclassOf<AActor> ConePointClass;

	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Ability Settings", meta=(ExposeOnSpawn = true))
	TSubclassOf<AActor> MeteorClass;
	
	// Get Player Looking Point Vector
	UFUNCTION(BlueprintCallable, Category="Chikabu Tensei")
	bool GetPlayerLookingPoint(FVector& LookingPoint);

protected:
	UPROPERTY()
	AActor* ConePoint;

	UPROPERTY()
	AActor* Meteor;
};

构造函数中需要让Actor拥有心跳,所以需要让bCanEverTick=true

AAbilityChibakuTenseiTargetActor::AAbilityChibakuTenseiTargetActor()
{
	PrimaryActorTick.bCanEverTick = true;
	
}

在开始追踪目标后,创建Actor ConePoint用来表示技能的释放位置。

void AAbilityChibakuTenseiTargetActor::StartTargeting(UGameplayAbility* Ability)
{
	OwningAbility = Ability;
	MasterPC = Cast<APlayerController>(Ability->GetOwningActorFromActorInfo()->GetInstigatorController());
	SourceActor = Ability->GetOwningActorFromActorInfo();

	ConePoint = GetWorld()->SpawnActor<AActor>(ConePointClass, FVector::ZeroVector, FRotator::ZeroRotator);
}

GetPlayerLookingPoint用来获取视线与地面的碰撞点:

  1. 通过PlayerController→GetPlayerViewPoint(ViewVector, ViewRotation)可以获取角色的视线方向和位置。当然,这里可以通过获取Character的Camera的位置和方向来替代这个函数。
  2. 然后通过GetWorld()->LineTraceSingleByChannel从角色视线方向发射一道射线,检测碰撞位置。
  3. 发生碰撞后,LookingPoint = HitResult.ImpactPoint就可以得到视线位置。
bool AAbilityChibakuTenseiTargetActor::GetPlayerLookingPoint(FVector& LookingPoint)
{
	// Get Player View Vector and View Rotation
	FVector ViewVector;
	FRotator ViewRotation;
	if(MasterPC)
		MasterPC->GetPlayerViewPoint(ViewVector, ViewRotation);

	FCollisionQueryParams QueryParams;
	QueryParams.bTraceComplex = false;
	if(SourceActor)
	{
		QueryParams.AddIgnoredActor(SourceActor->GetUniqueID());
	}
	
	FHitResult HitResult;
	
	bool TryTrace = GetWorld()->LineTraceSingleByChannel(
		HitResult,
		ViewVector,
		ViewVector + ViewRotation.Vector()*10000.0f,
		ECollisionChannel::ECC_Visibility,
		QueryParams);

	if(TryTrace)
	{
		LookingPoint = HitResult.ImpactPoint;
	}
	else
	{
		LookingPoint = FVector::ZeroVector;
	}

	return TryTrace;
}

在Tick函数中,首先获取LookLocation,然后更新ConePoint的位置为视线看向的位置。

void AAbilityChibakuTenseiTargetActor::Tick(float DeltaSeconds)
{
	Super::Tick(DeltaSeconds);

	FVector LookLocation;
	GetPlayerLookingPoint(LookLocation);

	ConePoint->SetActorLocation(LookLocation);
}

ConfirmTargetingAndContinue函数基本和上一篇文章里的一样。

唯一的区别就是碰撞检测完成后生成一个代表技能效果的火球Actor,然后也将球放入TargetData中。

void AAbilityChibakuTenseiTargetActor::ConfirmTargetingAndContinue()
{
	// ViewLocation是生成碰撞检测的位置
	FVector ViewLocation;
	GetPlayerLookingPoint(ViewLocation);

	TArray<FOverlapResult> OverlapResults;
	TArray<TWeakObjectPtr<AActor>> OverlapActors;

	FCollisionQueryParams QueryParams;
	QueryParams.bTraceComplex = false;
	QueryParams.bReturnPhysicalMaterial = false;
	if(SourceActor)
	{
		QueryParams.AddIgnoredActor(SourceActor->GetUniqueID());
	}

	bool TryOverlap = GetWorld()->OverlapMultiByObjectType(
		OverlapResults,
		ViewLocation,
		FQuat::Identity,
		FCollisionObjectQueryParams(ECC_Pawn),
		FCollisionShape::MakeSphere(Radius),
		QueryParams);

	if(TryOverlap)
	{
		for(FOverlapResult& OverlapResult: OverlapResults)
		{
			APawn* PawnOverlapped = Cast<APawn>(OverlapResult.Actor);
			if(PawnOverlapped)
			{
				OverlapActors.AddUnique(PawnOverlapped);
			}
		}
	}

	FVector MeteorSpawnLocation = ConePoint->GetActorLocation();
	MeteorSpawnLocation += ConePoint->GetActorUpVector() * 100.0f;
	Meteor = GetWorld()->SpawnActor<AActor>(MeteorClass, MeteorSpawnLocation, ConePoint->GetActorRotation());
	ConePoint->Destroy();

	OverlapActors.Add(Meteor);
	FGameplayAbilityTargetDataHandle TargetData =  StartLocation.MakeTargetDataHandleFromActors(OverlapActors);
	TargetDataReadyDelegate.Broadcast(TargetData);
	
}

创建两个Actor,分别作为ConePoint和Meteor

这里效果不做任何要求,可以随自己喜欢。唯一需要注意的是注意设置Meteor生命周期,让它可以自动销毁。

Cone Point

虚幻四Gameplay Ability System入门(10)-地爆天星!TargetActor Tick_第2张图片

Meteor

加了个粒子特效,需要设置生命周期为5.0s

虚幻四Gameplay Ability System入门(10)-地爆天星!TargetActor Tick_第3张图片

角色蓝图

在角色蓝图中新建Custom Event,效果是在持续时间内让角色向着Target方向不断移动。

虚幻四Gameplay Ability System入门(10)-地爆天星!TargetActor Tick_第4张图片

方法是设置一个Timer,在持续时间结束后销毁Timer Handler

虚幻四Gameplay Ability System入门(10)-地爆天星!TargetActor Tick_第5张图片

这里的Push Timer是在Timer中起效果的事件。它的效果和之前的Push Character Event一样,向着球心施加一个Impluse。

虚幻四Gameplay Ability System入门(10)-地爆天星!TargetActor Tick_第6张图片

Chibaku Tensei Ability

技能效果,其实我认为更好的方法是在BP_Meteor中添加一个Sphere Collision,每隔一段时间对在技能效果内的敌人造成一次GE的instant伤害,但是这次我为了方便就简单弄了,就是玩。

虚幻四Gameplay Ability System入门(10)-地爆天星!TargetActor Tick_第7张图片

创建GA_ChibakuTensei,释放技能后启动之前实现的Target Actor Task

虚幻四Gameplay Ability System入门(10)-地爆天星!TargetActor Tick_第8张图片

这里的数据设置要注意,我们选择技能范围为1000。ConePoint Class和Meteror Class为刚才创建的蓝图Actor

虚幻四Gameplay Ability System入门(10)-地爆天星!TargetActor Tick_第9张图片

获取Data后,其中存储着发生碰撞的Actors和Meteor,Meteor是放在data array的最后一个位置中。向每个目标范围内的Character,启动刚才实现的Custom Event,然后应用技能效果。

虚幻四Gameplay Ability System入门(10)-地爆天星!TargetActor Tick_第10张图片

其它包括播放动画,音效等等和上一篇文章的实现方法一样,我就不写了,相信你们!

测试

虚幻四Gameplay Ability System入门(10)-地爆天星!TargetActor Tick_第11张图片

虚幻四-GAS系统实现地爆天星

GAS入门合集

你可能感兴趣的:(虚幻四,虚幻四,Gameplay,Ability,System,游戏开发,游戏开发,unreal)