说句实话这一节有点坑,教程上老师的那个项目其实是没有向我写的这些代码一样,做一个父类,然后写三个子类的子弹的,所以老师的代码只需要更改一点点东西就好,而我们的代码可能需要考虑的东西就比较多。
好了,首先还是,为了避免我们的人物的代码过多,同时方便我们将这些可复用的代码复用到别的地方,我们需要像之前创建互动组件那样,再创建一个属性组件(SAttributeComponent)
老师在这一节课讲了他前几节课都没讲的点:UPROPERTY的宏内的属性到底都是些什么意思?有什么用?我这里加上了点个人的思考,然后翻译成了中文放出来,看不懂的可以参考我的这个翻译版本
/**
* EditAnywhere -- 在蓝图编辑器以及每一个层级的实例内都可以修改
* VisibleAnywhere -- ‘只读’于编辑器和每个层级
* EditDefaultsOnly -- 在每个实例中都隐藏变量,只能在蓝图编辑器内修改
* VisibleDefaultsOnly -- 对于实例来说,所有的变量都是‘只读’的
* EditInstanceOnly -- 只允许编辑实例
* BluePrintReadOnly -- 对于蓝图编辑器来说,是只读的(不影响细节面板)
* BluePrintReadWrite -- 基于蓝图编辑器‘读写’的操作权限
*/
还是按照惯例,我在写这些代码的时候并没有遇到什么太大的困难,所以直接放代码
SAttributeComponent.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "SAttributeComponent.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class ACTIONROGUELIKE_API USAttributeComponent : public UActorComponent
{
GENERATED_BODY()
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Attributes")
float Health;
public:
// Sets default values for this component's properties
USAttributeComponent();
public:
UFUNCTION(BlueprintCallable,Category="Attributes")
bool ApplyHealthChange(float Delta);
};
SAttributeComponent.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "SAttributeComponent.h"
// Sets default values for this component's properties
USAttributeComponent::USAttributeComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
//我这里没有删这一行代码,是因为我不确定父类的默认值是多少,老师说不需要,只是为了看上去很简洁,我想了下,一些基本设置还是留下,不删了,函数什么时候都能加回来的,属性我比较懒,以后有什么需要直接改好了,就不用再去找有啥属性了
PrimaryComponentTick.bCanEverTick = true;
// ...
Health = 100.0f;
}
bool USAttributeComponent::ApplyHealthChange(float Delta)
{
Health += Delta;
return true;
}
接下来就是一个让我感觉很坑爹的地方,老师那里的扣血功能的实现,他只是在他做的一个单一的类中,而我们的代码是自己写了一个父类和多个子类的,那么我们的增加的新功能要放到哪里呢?我思考了下,决定放到父类组件内,一些功能性的子弹在子类里面再更改扣的血量就好了。需要注意的点还是用中文打了注释,自己看,看不明白问我
SFatherMagicProjectile.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "SFatherMagicProjectile.generated.h"
UCLASS()
class ACTIONROGUELIKE_API ASFatherMagicProjectile : public AActor
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
class USphereComponent * SphereComp;
UPROPERTY(EditAnywhere)
class UProjectileMovementComponent * MovementComp;
UPROPERTY(EditAnywhere)
class UParticleSystemComponent * ParticleComp;
public:
// Sets default values for this actor's properties
ASFatherMagicProjectile();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UFUNCTION()
virtual void OnComponentHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, FHitResult Hit);
//新加的函数
UFUNCTION()
void OnComponentOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
};
SFatherMagicProjectile.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "SFatherMagicProjectile.h"
#include "Components/SphereComponent.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Particles/ParticleSystemComponent.h"
#include "SAttributeComponent.h"
// Sets default values
ASFatherMagicProjectile::ASFatherMagicProjectile()
{
// 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;
FScriptDelegate OnHit;
OnHit.BindUFunction(this, STATIC_FUNCTION_FNAME(TEXT("ASFatherMagicProjectile::OnComponentHit")));
//写一个委托,还记得第一个作业么?我们就是这么实现的C++绑定函数
FScriptDelegate OnOverlap;
OnOverlap.BindUFunction(this, STATIC_FUNCTION_FNAME(TEXT("ASFatherMagicProjectile::OnComponentOverlap")));
SphereComp = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Comp"));
SphereComp->SetCollisionProfileName("Projectile");
SphereComp->SetSphereRadius(10.0f, true);
SphereComp->OnComponentHit.Add(OnHit);
//增加事件绑定函数,教程的老师使用的是AddDelegate(),其实两个实现方法并无本质上的区别,看各位喜好,我这里提供另一种方法罢了
SphereComp->OnComponentBeginOverlap.Add(OnOverlap);
RootComponent = SphereComp;
MovementComp = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Movement Comp"));
MovementComp->InitialSpeed = 1000.0f;
MovementComp->bRotationFollowsVelocity = true;
MovementComp->bInitialVelocityInLocalSpace = true;
MovementComp->ProjectileGravityScale = 0.0f;
ParticleComp = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("Particle Comp"));
ParticleComp->SetupAttachment(SphereComp);
}
// Called when the game starts or when spawned
void ASFatherMagicProjectile::BeginPlay()
{
Super::BeginPlay();
APawn* Instigator_01 = AActor::GetInstigator();
SphereComp->IgnoreActorWhenMoving(Instigator_01, true);
}
// Called every frame
void ASFatherMagicProjectile::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ASFatherMagicProjectile::OnComponentHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, FHitResult Hit)
{
APawn* Instigator_01 = AActor::GetInstigator();
if (Instigator_01!=OtherActor)
{
GetWorld()->DestroyActor(this);
DrawDebugSphere(GetWorld(), Hit.ImpactPoint, 10.0f, 16, FColor::Red, false, 2.0f, 0U, 1.0f);
}
}
//我们的重叠函数,我在删除自身的地方又加了一个判断,判断是否是自身,这相当于一个保险吧,教程没加看着也没啥问题,不过我没有自己去确定,于是加了一层判断
void ASFatherMagicProjectile::OnComponentOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
APawn* Instigator_01 = AActor::GetInstigator();
if (OtherActor)
{
USAttributeComponent* AttributeComp = Cast<USAttributeComponent>(OtherActor->GetComponentByClass(USAttributeComponent::StaticClass()));
if (AttributeComp)
{
AttributeComp->ApplyHealthChange(-20.0f);
if (Instigator_01 != OtherActor)
{
GetWorld()->DestroyActor(this);
}
}
}
}
SCharacter文件并没有做大修改,只是把这个组件附加到了自身身上并实例化了而已
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;
//增加的属性组件
public:
UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category="Components")
class USAttributeComponent* AttributeComp;
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;
UPROPERTY(EditAnywhere, Category = Input)
class UInputAction* PrimaryAttackAction;
UPROPERTY(EditAnywhere, Category = Input)
class UInputAction* InteractionAction;
UPROPERTY(VisibleAnywhere)
class USInteractionComponent* InteractionComp;
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);
void PrimaryAttack();
void PrimaryInteract();
void PrimaryAttack_TimeElasped();
protected:
FTimerHandle TimerHandle_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"
#include "SInteractionComponent.h"
#include "TimerManager.h"
#include "SAttributeComponent.h"
//#include "../../../../../UE_5.1/Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputSubsystems.h"
//#include "../../../../../UE_5.1/Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputComponent.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;
//实例化组件
AttributeComp = CreateDefaultSubobject<USAttributeComponent>(TEXT("Attribute Comp"));
InteractionComp = CreateDefaultSubobject<USInteractionComponent>(TEXT("InteractionComp"));
}
// 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();
//拿到控制器的Yaw面的旋转角度,而不是Character的旋转角度
const FRotator YawRotation(0, Rotation.Yaw, 0);
//把角度用向量来表示,同时获取到不同方向的向量值,而这个向量的角度是按照我们控制器的角度来说的
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
//MovementVector的X和Y是相对于我们的视角来说的,也就是我们视角的正前方是Y,而我们视角的正右方是X
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);
}
}
void ASCharacter::PrimaryAttack()
{
GetWorldTimerManager().SetTimer(TimerHandle_PrimaryAttack,this,&ASCharacter::PrimaryAttack_TimeElasped,0.2f);
}
void ASCharacter::PrimaryInteract()
{
if (InteractionComp)
{
InteractionComp->PrimaryInteract();
}
}
void ASCharacter::PrimaryAttack_TimeElasped()
{
//人物起始位置
FVector StartPoint;
//视角起始位置
FVector StartPoint_Camera = CameraComp->GetComponentLocation();
//增加的旋转
FRotator EyeRotation;
GetActorEyesViewPoint(StartPoint, EyeRotation);
StartPoint = GetActorLocation();
//终点位置
FVector EndPoint = StartPoint_Camera+(EyeRotation.Vector()*10000.0f);
//碰撞结果
FHitResult HitResult;
//配置属性
FCollisionObjectQueryParams ObjectQueryParams;
ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldStatic);
//判断是否有碰撞
bool bBlockingHit = GetWorld()->LineTraceSingleByObjectType(HitResult,StartPoint_Camera,EndPoint,ObjectQueryParams);
//旋转
FRotator StartRotation = EyeRotation;
//没有碰撞的话,我们将最远端的指向位置设为目标点
DrawDebugLine(GetWorld(), StartPoint_Camera, EndPoint, FColor::Red, false, 2.0f, 0U, 1.0f);
if (bBlockingHit)
{
//终点减去起点
StartRotation = (HitResult.ImpactPoint - StartPoint).Rotation();
FString HitPoint = FString::Printf(TEXT("EndPoint:%s, Rotation:%s"), *HitResult.ImpactPoint.ToString(), *StartRotation.ToString());
DrawDebugString(GetWorld(), HitResult.ImpactPoint, HitPoint, nullptr, FColor::Red, 2.0f, true, 1.0f);
DrawDebugLine(GetWorld(), StartPoint, HitResult.ImpactPoint, FColor::Green, false, 2.0f, 0U, 1.0f);
}
else
{
StartRotation = (EndPoint - StartPoint).Rotation();
DrawDebugLine(GetWorld(), StartPoint, EndPoint, FColor::Green, false, 2.0f, 0U, 1.0f);
}
FTransform SpawnTM = FTransform(StartRotation, StartPoint);
FActorSpawnParameters SpawnParams;
//生成参数的碰撞覆盖处理,是尽可能不和自己有重叠呢,还是说不论三七二十一就是生成对象
//ISSUE:生成的子弹队人物会造成碰撞导致人物强行位移
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
SpawnParams.Instigator = this;
AActor* MagicProjectile = 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);
//PrimaryAttack
EnhancedInputComponent->BindAction(PrimaryAttackAction, ETriggerEvent::Triggered, this, &ASCharacter::PrimaryAttack);
//Interaction
EnhancedInputComponent->BindAction(InteractionAction, ETriggerEvent::Triggered, this, &ASCharacter::PrimaryInteract);
}
}