多人射击有点难,发现这个更加基础,先学习这个
可以在代码中插入这样一行来打印日志,蓝图里的printstring会在屏幕和日志里都显示。可以使用%f,d等来获取后边的输入值。对于打映字符串变量,传入需要*
UE_LOG(LogTemp,Warning,TEXT("time:%f"), DeltaTime);
if (GEngine)
{
FString Name = GetName();
FString Message = FString::Printf(TEXT("name:%s"), *Name);
//显示位置,时间,颜色,文本
GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Red,Message);
}
可以将画球的代码封装成宏,放到一个新的头文件里那么在别的代码里也能直接调用,同时引入头文件
if (World)
{ //获取向前的单位向量
FVector Forward = GetActorForwardVector();
//地图,起始点,终止点,颜色,时间
DrawDebugLine(World,Location,Location+Forward*100.f,FColor::Red,false,60.f);
}
if (World)
{
DrawDebugPoint(World, Location + Forward * 100.f,15.f,FColor::Blue,true);
}
将它们都定义成宏来调用
#define DRAW_SPHERE(Location) if(GetWorld()) DrawDebugSphere(GetWorld(), Location,25.f,24,FColor::Red,false,30.f);
#define DRAW_LINE(StartLocation,EndLocation) if(GetWorld()) DrawDebugLine(GetWorld(),StartLocation,EndLocation,FColor::Red,true,-1.f,0,1.f);
#define DRAW_POINT(Location) if(GetWorld()) DrawDebugPoint(GetWorld(),Location,15.f,FColor::Blue,true);
#define DRAW_VECTOR(StartLocation,EndLocation) if(GetWorld())\
{\
DrawDebugLine(GetWorld(),StartLocation,EndLocation,FColor::Red,true,-1.f,0,1.f);\
DrawDebugPoint(GetWorld(), EndLocation, 15.f, FColor::Blue, true);}
void Aitem::BeginPlay()
{
Super::BeginPlay();
UE_LOG(LogTemp,Warning,TEXT("BeginPLay"));
if (GEngine)
{
//显示位置,时间,颜色,文本
GEngine->AddOnScreenDebugMessage(-1,5,FColor::Red,TEXT("hello"));
}
//得到所在世界
UWorld* World = GetWorld();
//获取组件的位置
FVector Location = GetActorLocation();
//获取向前的单位向量
FVector Forward = GetActorForwardVector();
DRAW_SPHERE(Location);
/*DRAW_LINE(Location,Location+Forward*100.f);
DRAW_POINT(Location + Forward * 100.f);*/
DRAW_VECTOR(Location, Location + Forward * 100.f);
}