Unreal Engine 4 C++ PlatformerGame自定义角色控制器源代码分析

Unreal Engine 4 C++ PlatformerGame自定义角色控制器源代码分析

官方商店里有个PlatformerGame整个免费的游戏,是一个卷轴类的跑酷游戏。整个项目的角色控制器很有意思,可以跑、跳、滑行,很酷。这里来分析下它具体是如何实现的。

UCharacterMovementComponent这个类实现了角色控制器的大部分功能,PlatformerGame实现了一个自定义的MovmentComponent,叫UPlatformerPlayerMovementComp,它从标准的UCharacterMovementComponent继承,并扩展了它的行为。

1.构造函数

UPlatformerPlayerMovementComp::UPlatformerPlayerMovementComp(const class FPostConstructInitializeProperties& PCIP) 
	: Super(PCIP)
{
	MaxAcceleration = 200.0f;
	BrakingDecelerationWalking = MaxAcceleration;
	MaxWalkSpeed = 900.0f;

	SlideVelocityReduction = 30.0f;
	SlideHeight = 60.0f;
	SlideMeshRelativeLocationOffset = FVector(0.0f, 0.0f, 34.0f);
	bWantsSlideMeshRelativeLocationOffset = true;
	MinSlideSpeed = 200.0f;
	MaxSlideSpeed = MaxWalkSpeed + 200.0f;

	ModSpeedObstacleHit = 0.0f;
	ModSpeedLedgeGrab = 0.8f;
}
MaxAcceleration是继承来的变量,它代表角色控制器的最大的加速度;
BrakingDecelerationWalking,这是角色在行走时,受到摩擦力的影响,产生的阻碍的加速度;
MaxWalkSpeed,角色行走的最大速度;
SlideVelicityReduction,角色在滑行时,单位时间内速度损失的量;
SlideHeight,角色在滑行的时候,角色控制器的高度;跟碰撞有关,滑行了,当人角色会矮一点,这样可以通过一些站立时不能通过的障碍;
SlideMeshRelativeLocationOffset,这是控制角色滑行,模型相对角色控制器的位移;
bWantsSlideMeshRelativeLocationOffset ,是否需要位移角色的模型;
MinSlideSpeed,角色必须初始有一个速度,才能够滑行起来,这是能够滑行的最小速度,低于这个速度是不能滑行;
MaxSlideSpeed,角色滑行所能够达到的最大速度;
ModSpeedObstacleHit,
ModSpeedLedgeGrab

2.重载StartFalling()

void UPlatformerPlayerMovementComp::StartFalling(int32 Iterations, float remainingTime, float timeTick, const FVector& Delta, const FVector& subLoc)
{
	Super::StartFalling(Iterations, remainingTime, timeTick, Delta, subLoc);

	if (MovementMode == MOVE_Falling && IsSliding())
	{
		TryToEndSlide();
	}
}

此方法是继承来的,它在角色从Walking模式切换到Falling模式时被调用。
我们假设,角色正在滑行,碰到前面一个悬崖,它开始下落,这时候,角色必须停止滑行,因为它马上就要开始下落了。以上代码便是实现此功能,在下落的时候,如果发现当前在滑行,就尝试停止滑行。

3.重载ScaleInputAcceleration,实现角色向右跑动

FVector UPlatformerPlayerMovementComp::ScaleInputAcceleration(const FVector& InputAcceleration) const
{
	FVector NewAccel = InputAcceleration;

	APlatformerGameMode* GI = GetWorld()->GetAuthGameMode<APlatformerGameMode>();
	if (GI && GI->IsRoundInProgress())
	{
		NewAccel.X = 1.0f;
	}

	return Super::ScaleInputAcceleration(NewAccel);
}
游戏一开始,角色就会一直朝右开始跑,玩家只需要控制在合适的时候跳和滑行就行了。那怎么实现不用输入,就一直朝右跑呢?一直给角色一个加速的输入即可。这里判断当前是不是在游戏过程中,是的话,就始终给原始的InputAcceleration参数一个X方向的输入。就好像你一直按着方向键一样。

4.重载PhysWalking()

void UPlatformerPlayerMovementComp::PhysWalking(float deltaTime, int32 Iterations)
{
	APlatformerCharacter* MyPawn = Cast<APlatformerCharacter>(PawnOwner);
	if (MyPawn)
	{
		const bool bWantsToSlide = MyPawn->WantsToSlide();
		if (IsSliding())
		{
			CalcCurrentSlideVelocityReduction(deltaTime);
			CalcSlideVelocity(Velocity);

			const float CurrentSpeedSq = Velocity.SizeSquared();
			if (CurrentSpeedSq <= FMath::Square(MinSlideSpeed))
			{
				// slide has min speed - try to end it
				TryToEndSlide();
			}
		}
		else if (bWantsToSlide)
		{
			if (!IsFlying() &&
				Velocity.Size() > MinSlideSpeed * 2.0f) // make sure pawn has some velocity
			{
				StartSlide();
			}
		}
	}

	Super::PhysWalking(deltaTime, Iterations);
}

每当需要更新角色的Walking状态时,PhysWalking都会被调用。这个方法的调用会比较频繁。它会根据角色的输入和当前的状态来更新当前角色的速度、是否滑行等状态。
首先,我们读取角色的输入bWantsToSlide,看是不是要滑行。
如果正在滑行,CalcCurrentSlideVelocityReduction(deltaTime)计算当前角色因为滑行而造成的速度损失。CalcSlideVelocity(),计算出当前滑行的速度。然后对当前的速度和能够滑行的最小速度进行比较,速度损失到无法再进行滑行的话,就停止滑行状态。
用户有输入,说开始滑行吧,那么检查下,看速度是不是达到了可以滑行的条件,再排除是不是在飞行,不是,那么StartSlide(),开始滑行吧。

5.CalcCurrentSlideVelocityReduction()计算滑行的速度损失

void UPlatformerPlayerMovementComp::CalcCurrentSlideVelocityReduction(float DeltaTime)
{
	float ReductionCoef = 0.0f;

	const float FloorDotVelocity = FVector::DotProduct(CurrentFloor.HitResult.ImpactNormal, Velocity.SafeNormal());
	const bool bNeedsSlopeAdjustment = (FloorDotVelocity != 0.0f);

	if (bNeedsSlopeAdjustment)
	{
		const float Multiplier = 1.0f + FMath::Abs<float>(FloorDotVelocity);
		if (FloorDotVelocity > 0.0f)
		{
			ReductionCoef += SlideVelocityReduction * Multiplier; // increasing speed when sliding down a slope
		}
		else
		{
			ReductionCoef -= SlideVelocityReduction * Multiplier; // reducing speed when sliding up a slope
		}+
	}
	else
	{
		ReductionCoef -= SlideVelocityReduction; // reducing speed on flat ground
	}

	float TimeDilation = GetWorld()->GetWorldSettings()->GetEffectiveTimeDilation();
	CurrentSlideVelocityReduction += (ReductionCoef * TimeDilation * DeltaTime);
}

先说下CurrentFloor是做什么用的,角色在Walking模式下,始终会站立在一个平面上,这个平面的数据就用CurrentFloor来描述。
const float FloorDotVelocity = FVector::DotProduct(CurrentFloor.HitResult.ImpactNormal, Velocity.SafeNormal());
这一行,其实是在求解当前速度的方向和平面垂直方向的夹角的余弦,向量点乘,应该不难理解。
滑行时速度的损失的程度,和地面与当前速度方向的夹角有关系。你往坡上滑行,速度损失多点,往坡下滑行,相应的损失会少点。如果两个是垂直的,也就说是在一个平坦的面上,那就不用调整了。bNeedsSlopeAdjustment,就是做这个用的。
ReductionCoef是计算出的速度损失系数,最后把它叠加到CurrentSlideVelocityReduction。

6.CalcSlideVelocity()计算滑行速度

void UPlatformerPlayerMovementComp::CalcSlideVelocity(FVector& OutVelocity) const
{
	const FVector VelocityDir = Velocity.SafeNormal();
	FVector NewVelocity = Velocity + CurrentSlideVelocityReduction * VelocityDir;
	
	const float NewSpeedSq = NewVelocity.SizeSquared();
	if (NewSpeedSq > FMath::Square(MaxSlideSpeed))
	{
		NewVelocity = VelocityDir * MaxSlideSpeed;
	}
	else if (NewSpeedSq < FMath::Square(MinSlideSpeed))
	{
		NewVelocity = VelocityDir * MinSlideSpeed;
	}

	OutVelocity = NewVelocity;
}

上面计算出了滑行的速度损失,保存在了CurrentSlideVelocityReduction。在叠加出新的速度后,这个速度可能大于最大速度,也可能达不到最小速度,需要对其分别操作。大于,新的速度就是最大滑行速度,小于,新的速度就是最小滑行速度。

7.StartSlide()开始滑行

void UPlatformerPlayerMovementComp::StartSlide()
{
	if (!bInSlide)
	{
		bInSlide = true;
		CurrentSlideVelocityReduction = 0.0f;
		SetSlideCollisionHeight();

		APlatformerCharacter* MyOwner = Cast<APlatformerCharacter>(PawnOwner);
		if (MyOwner)
		{
			MyOwner->PlaySlideStarted();
		}
	}
}

初始一些变量,设置角色的碰撞高度,然后通知Character播放开始滑行的动画,等等。

void UPlatformerPlayerMovementComp::TryToEndSlide()
{
	// end slide if collisions allow
	if (bInSlide)
	{
		if (RestoreCollisionHeightAfterSlide())
		{
			bInSlide = false;

			APlatformerCharacter* MyOwner = Cast<APlatformerCharacter>(PawnOwner);
			if (MyOwner)
			{
				MyOwner->PlaySlideFinished();
			}
		}
	}
}

这个方法尝试结束滑行状态,需要把之前的碰撞高度还原,然后通知Character播放滑行结束的动画。

8.SetSlideCollisionHeight()和RestoreCollisionHeightAfterSlide()

void UPlatformerPlayerMovementComp::SetSlideCollisionHeight()
{
	if (!CharacterOwner || SlideHeight <= 0.0f)
	{
		return;
	}

	// Do not perform if collision is already at desired size.
	if (CharacterOwner->CapsuleComponent->GetUnscaledCapsuleHalfHeight() == SlideHeight)
	{
		return;
	}

	// Change collision size to new value
	CharacterOwner->CapsuleComponent->SetCapsuleSize(CharacterOwner->CapsuleComponent->GetUnscaledCapsuleRadius(), SlideHeight);

	// applying correction to PawnOwner mesh relative location
	if (bWantsSlideMeshRelativeLocationOffset)	
	{
		ACharacter* DefCharacter = CharacterOwner->GetClass()->GetDefaultObject<ACharacter>();
		const FVector Correction = DefCharacter->Mesh->RelativeLocation + SlideMeshRelativeLocationOffset;
		CharacterOwner->Mesh->SetRelativeLocation(Correction);
	}
}

此方法修改碰撞高度,然后根据需要,调整模型的偏移。

bool UPlatformerPlayerMovementComp::RestoreCollisionHeightAfterSlide()
{
	ACharacter* CharacterOwner = Cast<ACharacter>(PawnOwner);
	if (!CharacterOwner)
	{
		return false;
	}

	ACharacter* DefCharacter = CharacterOwner->GetClass()->GetDefaultObject<ACharacter>();
	const float DefHalfHeight = DefCharacter->CapsuleComponent->GetUnscaledCapsuleHalfHeight();
	const float DefRadius = DefCharacter->CapsuleComponent->GetUnscaledCapsuleRadius();

	// Do not perform if collision is already at desired size.
	if (CharacterOwner->CapsuleComponent->GetUnscaledCapsuleHalfHeight() == DefHalfHeight)
	{
		return true;
	}	

	const float HeightAdjust = DefHalfHeight - CharacterOwner->CapsuleComponent->GetUnscaledCapsuleHalfHeight();
	const FVector NewLocation = CharacterOwner->GetActorLocation() + FVector(0.0f, 0.0f, HeightAdjust);

	// check if there is enough space for default capsule size
	FCollisionQueryParams TraceParams(TEXT("FinishSlide"), false, CharacterOwner);
	FCollisionResponseParams ResponseParam;
	InitCollisionParams(TraceParams, ResponseParam);
	const bool bBlocked = GetWorld()->OverlapTest(NewLocation, FQuat::Identity, UpdatedComponent->GetCollisionObjectType(), FCollisionShape::MakeCapsule(DefRadius, DefHalfHeight), TraceParams);
	if (bBlocked)
	{
		return false;
	}

	// restore capsule size and move up to adjusted location
	CharacterOwner->TeleportTo(NewLocation, CharacterOwner->GetActorRotation(), false, true);
	CharacterOwner->CapsuleComponent->SetCapsuleSize(DefRadius, DefHalfHeight);

	// restoring original PawnOwner mesh relative location
	if (bWantsSlideMeshRelativeLocationOffset)
	{
		CharacterOwner->Mesh->SetRelativeLocation(DefCharacter->Mesh->RelativeLocation);
	}

	return true;
}

在还原碰撞高度的时候,需要测试当前是不是能够恢复,比如头顶上有个障碍,是不能够恢复的。
const bool bBlocked = GetWorld()->OverlapTest(NewLocation, FQuat::Identity, UpdatedComponent->GetCollisionObjectType(), FCollisionShape::MakeCapsule(DefRadius, DefHalfHeight), TraceParams);
这一行,对要恢复碰撞的那个位置进行测试,看有没有东西覆盖,没有就把角色传送到此位置。
最后恢复角色模型的偏移。

9.碰到障碍和碰到抓取边缘的处理

void UPlatformerPlayerMovementComp::PauseMovementForObstacleHit()
{
	SavedSpeed = Velocity.Size() * ModSpeedObstacleHit;

	StopMovementImmediately();
	DisableMovement();
	TryToEndSlide(); 
}

void UPlatformerPlayerMovementComp::PauseMovementForLedgeGrab()
{
	SavedSpeed = Velocity.Size() * ModSpeedLedgeGrab;

	StopMovementImmediately();
	DisableMovement();
	TryToEndSlide();
}
PauseMovementForObstacleHit()处理当遇到障碍时的情况。
PauseMovementForLedgeGrab()处理当抓取障碍边缘时的情况。
都是保存当前的速度,然后停止移动,停止滑行。

10.RestoreMovement()恢复移动

void UPlatformerPlayerMovementComp::RestoreMovement()
{
	SetMovementMode(MOVE_Walking);

	if (SavedSpeed > 0)
	{
		Velocity = PawnOwner->GetActorRotation().Vector() * SavedSpeed;
	}
}

在当前角色面对的方向上赋予保存的速度值。

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