1.组件
1)静态网格体
UPROPERTY() class UStaticMeshComponent* Mesh; //源文件 #include "Components/StaticMeshComponent.h" Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
2)粒子组件
UPROPERTY() class UParticleSystemComponent* MyParticle; //源文件 #include "Particles/ParticleSystemComponent.h" MyParticle = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MyParticle"));
3)音频组件
UPROPERTY() class UAudioComponent* MyAudio; //源文件 #include "Components/AudioComponent.h" MyAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("MyAudio"));
4)碰撞盒子组件
UPROPERTY() class UBoxComponent* MyBox; //源文件 #include "Components/BoxComponent.h" MyBox = CreateDefaultSubobject<UBoxComponent>(TEXT("MyBox")); MyBox->SetBoxExtent(FVector(1000.0f, 1000.0f, 100.0f));
5)球形碰撞
UPROPERTY() USphereComponent* CollisionComponent; //源文件 #include "Components/SphereComponent.h" // 用球体进行简单的碰撞展示。 CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent")); // 设置球体的碰撞半径。 CollisionComponent->InitSphereRadius(15.0f);
6)发射物移动组件
// 发射物移动组件。 UPROPERTY(VisibleAnywhere, Category = Movement) UProjectileMovementComponent* ProjectileMovementComponent; //源文件 #include "GameFramework/ProjectileMovementComponent.h" // 使用此组件驱动发射物的移动。 ProjectileMovementComponent = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovementComponent")); //更新组件(参数)的位置,通常是更新actor根组件的位置 ProjectileMovementComponent->SetUpdatedComponent(CollisionComponent); //发射物初始速度 ProjectileMovementComponent->InitialSpeed = 3000.0f; //发射物最高速度 ProjectileMovementComponent->MaxSpeed = 3000.0f; //发射物的选择在每一帧进行更新 ProjectileMovementComponent->bRotationFollowsVelocity = true; //设置反弹 ProjectileMovementComponent->bShouldBounce = true; //反弹系数 ProjectileMovementComponent->Bounciness = 0.3f; //发射物重量 ProjectileMovementComponent->ProjectileGravityScale = 0.0f;
7)弹簧臂
UPROPERTY() class USpringArmComponent* SpringArmComp; //源文件 #include "GameFramework/SpringArmComponent.h" SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArmComponent")); //为SpringArm类的变量赋值。 SpringArmComp->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 50.0f), FRotator(-60.0f, 0.0f, 0.0f)); SpringArmComp->TargetArmLength = 400.f; SpringArmComp->bEnableCameraLag = true; SpringArmComp->CameraLagSpeed = 3.0f
8)1.相机组件
UPROPERTY() class UCameraComponent* CameraComp; //源文件 #include "Camera/CameraComponent.h" CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent")); CameraComp->SetupAttachment(SpringArmComp,USpringArmComponent::SocketName);
2.修改相机视野大小
// Called every frame void ASCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); //目标视角面积 float TargetFov = bWantToZoom ? ZoomedFOV : DefaultsFOV; //当前视野面积:当前视野,目标视野,帧数,速度 float NewFOV = FMath::FInterpTo(CameraComp->FieldOfView, TargetFov, DeltaTime, ZoomInterpSpeed); //设置摄像机当前的视角面积 CameraComp->SetFieldOfView(NewFOV); }
9) 推力组件
UPROPERTY() class UPhysicsThrusterComponent* UpThruster; //源文件 #include "PhysicsEngine/PhysicsThrusterComponent.h" #include "Kismet/KismetMathLibrary.h" UpThruster = CreateDefaultSubobject<UPhysicsThrusterComponent>(TEXT("UpThruster")); UpThruster->SetupAttachment(RootComponent); UpThruster->ThrustStrength = 980.0f; UpThruster->SetAutoActivate(true); //x轴指向无人机下方 UpThruster->SetWorldRotation(UKismetMathLibrary::MakeRotFromX(-this->GetActorUpVector()))
10)根组件的设置
RootComponent = Mesh
11)绑定根组件和插槽
Paddle1->SetupAttachment(Mesh) Paddle1->SetupAttachment(Mesh, TEXT("Paddle1"));
12)得到胶囊体
#include "Components/CapsuleComponent.h" GetCapsuleComponent()
13)移动组件
#include "GameFrameWork/CharacterMovementComponent.h" //设置最大行走速度 GetCharacterMovement()->MaxWalkSpeed = 300;
14)骨骼网格组件
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components") class USkeletalMeshComponent * MeshComponent; #include "Components/SkeletalMeshComponent.h" MeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("MeshComponent"));
15)辐射力组件
//辐射力组件 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components") class URadialForceComponent * RadialForceComp; #include "PhysicsEngine/RadialForceComponent.h" //构造函数 RadialForceComp = CreateDefaultSubobject<URadialForceComponent>(TEXT("RadialForceComp")); RadialForceComp->bImpulseVelChange = true; RadialForceComp->bIgnoreOwningActor = true; RadialForceComp->bAutoActivate = false; RadialForceComp->SetupAttachment(RootComponent); //其他函数里面 //范围力起作用 RadialForceComp->FireImpulse();
2.特效
1)在某个位置生成粒子特效
UPROPERTY() UParticleSystem * Emitter_Projectile; //源文件 #include "Runtime/Engine/Classes/Kismet/GameplayStatics.h" UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), Emitter_Projectile, this->GetTransform()); //项目中又遇到了一次 //生成特效在命中点 //ImpactEffect:特效 ImpactPoint:打击点 Rotation():打击方向 if (ImpactEffect) { UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactEffect, Hit.ImpactPoint, Hit.ImpactNormal.Rotation()); }
2-1)生成声音base
//发射声音 UPROPERTY(EditAnywhere) class USoundBase * FireSound; //源文件 #include "Kismet/GamePlayStatics.h" UGameplayStatics::PlaySoundAtLocation(this, FireSound, this->GetActorLocation(), 2.0f);
2-2)生成声音 cue
//自爆警告声音特效 UPROPERTY(EditDefaultsOnly, Category = "TracerBot") class USoundCue * SelfDestructSound; //爆炸特效 UPROPERTY(EditDefaultsOnly, Category = "TracerBot") class USoundCue * ExploedSound; #include "Sound/SoundCue.h" //发生爆炸声,在actor的位置 UGameplayStatics::PlaySoundAtLocation(this, ExploedSound, GetActorLocation()); //将自爆警告声音绑定到根组件 UGameplayStatics::SpawnSoundAttached(SelfDestructSound, RootComponent);
3)在组件槽点生成粒子特效
if (MuzzleEffect) { //粒子特效,组件,组件的socket UGameplayStatics::SpawnEmitterAttached(MuzzleEffect, MeshComponent, MuzzleSocketName); }
3.输入
1)限制组件类型
UPROPERTY() TSubclassOf<AFloatingActor> floatingActor;//AFloatingActor是一个类型,这是一个例子
2)character前后左右移动
void MoveX(float value); void MoveY(float value); //定义 void APacdotPlayer::MoveX(float value) { //Vlocity是FVector类型 Vlocity.X = value; Vlocity.Y = 0; //character自带的函数,我们把向量喂给他就可以了 AddMovementInput(Vlocity); } void APacdotPlayer::MoveY(float value) { Vlocity.X = 0; Vlocity.Y = value; AddMovementInput(Vlocity); } //绑定函数 void APacdotPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAxis("MoveX", this, &APacdotPlayer::MoveX); PlayerInputComponent->BindAxis("MoveY", this, &APacdotPlayer::MoveY); }
4.输出
1)float转string并打印
#include "Kismet/KismetSystemLibrary.h" FString::SanitizeFloat(UpThruster->ThrustStrength); UKismetSystemLibrary::PrintString(this,FString::SanitizeFloat(UpThruster->ThrustStrength));
2)生成Actor
//发射物种类 UPROPERTY(EditAnywhere) TSubclassOf<class AMissle> Bullet; //源文件 FTransform firepoint = Mesh->GetSocketTransform(TEXT("Fire")); GetWorld()->SpawnActor<AMissle>(Bullet, firepoint); //另一个项目 //生成参数 FActorSpawnParameters SpawnParams; //参数设置 SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; //抛射物对象,生成位置,方向,生成参数 GetWorld()->SpawnActor<AActor>(ProjectileClass, MuzzleLocation, EyeRotator, SpawnParams);
生成actor并绑定到骨骼组件的插槽上
#include "Engine/World.h" #include "SWeapen.h" #include "Components/SkeletalMeshComponent.h" //设置生成参数,当生成的actor碰到了其他物体,也要生成 FActorSpawnParameters Parameters; Parameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; //生成武器actor(类型、位置、方向、参数),并且其地址赋予到指针上 CurrentWeapen = GetWorld()->SpawnActor<ASWeapen>(StartWeapen, FVector::ZeroVector, FRotator::ZeroRotator, Parameters); //设置武器的位置与骨骼的插槽中,并设置主人 if (CurrentWeapen) { CurrentWeapen->SetOwner(this); CurrentWeapen->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale,WeaponAttachSoketName); }
5.工具
1)timer定时器
//添加一个句柄 FTimerHandle SpwanTimerHandle; #include "Engine/public/TimerManager.h" //要调用的函数 UFUNCTION() void SpwanHandler(); //源文件 void AEnemySpawner::BeginPlay() { Super::BeginPlay(); GetWorld()->GetTimerManager().SetTimer(SpwanTimerHandle,this,&AEnemySpawner::SpwanHandler,2.0f,true); } //还有一种写法 GetWorldTimerManager().SetTimer(VulnerableTimerHandle, this, &APacdotEnermy::SetNormal, Time ,false); //根据句柄得到对应计时器剩余时间 GetWorldTimerManager().GetTimerRemaining((*Iter)->VulnerableTimerHandle); //清除对应计时器 GetWorldTimerManager().ClearTimer(VulnerableTimerHandle);
2)添加日志消息
#include "Engine/Engine.h" check(GEngine != nullptr); // 显示调试消息五秒。 // 参数中的-1"键"值类型参数能防止该消息被更新或刷新。 //游戏启动时,StartPlay()将在屏幕上打印一条新的调试消息 //("Hello World, this is FPSGameModeBase!"),采用黄色文本,显示五秒钟。 GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("Hello World, this is FPSGameMode!"));
3)向量
private: FVector Vlocity; //构造函数里这个向量一定是要初始化的 Vlocity = FVector(0, 0, 0);
4)重启关卡
GetWorld()->GetFirstLocalPlayerFromController()->ConsoleCommand(TEXT("RestartLevel"));
5)弹道,碰到物体会返回对应的actor
#include "Engine/World.h" //位置 FVector EyeLocation; //方向 FRotator EyeRotator; //得到眼睛的位置和角度 MyOwner->GetActorEyesViewPoint(EyeLocation,EyeRotator); //弹道的终点就是起点+方向*10000 FVector TraceEnd = EyeLocation + (EyeRotator.Vector() * 1000); //设置碰撞通道为可见性通道 FCollisionQueryParams QueryParams; //让射线忽略玩家和枪 QueryParams.AddIgnoredActor(MyOwner); QueryParams.AddIgnoredActor(this); //符合追踪设为true,可以让射击更加精准 QueryParams.bTraceComplex = true; //LineTraceSingleByChannel击中物体返回true GetWorld()->LineTraceSingleByChannel(Hit, EyeLocation, TraceEnd, ECC_Visibility, QueryParams)
6)debug弹道画线
#include "DrawDebugHelpers.h" //方便debug DrawDebugLine(GetWorld(), EyeLocation, TraceEnd, FColor::Red, false, 1, 0, 1);
7)造成点伤害
//命中对象 AActor * HitActor = Hit.GetActor(); //造成点伤害ApplyPointDamage //参数分别为命中对象、基础伤害、射击方向、命中信息(命中句柄)、MyOwner->GetInstigatorController(暂时不了解) //this(射击者) 和伤害类型 UGameplayStatics::ApplyPointDamage(HitActor, 20, EyeRotator.Vector(), Hit,MyOwner->GetInstigatorController(),this, DamageType);
8)控制台变量
static int32 DebugWeaponDrawing = 0; FAutoConsoleVariableRef CVARDebugWeaponDrawing( TEXT("COOP.DebugWeapons"), DebugWeaponDrawing, TEXT("Draw Debug Line For Weapons"), ECVF_Cheat );
6.事件
1)重叠事件及其绑定
//OverlappedComponent:自身的重叠组件 OtherActor:重叠的对方 OtherComp:对方的组件 UFUNCTION() void OverlapHanler(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult); //源文件 //启动overlap事件 Mesh->SetGenerateOverlapEvents(true); //重叠事件与函数的绑定,this是自身,后面的是要绑定的函数 Mesh->OnComponentBeginOverlap.AddDynamic(this,&AMissle::OverlapHanler);
2)组件的函数绑定在owner的伤害事件
void HandleTakeAnyDamage(AActor* DamagedActor, float Damage, const class UDamageType* DamageType, class AController* InstigatedBy, AActor* DamageCauser); //源文件 void USHealthComponent::HandleTakeAnyDamage(AActor * DamagedActor, float Damage, const UDamageType * DamageType, AController * InstigatedBy, AActor * DamageCauser) { //当前生命值<=0,就不做任何处理 if (Health <= 0) { return; } //承受伤害 Health = FMath::Clamp(Health - Damage, 0.0f, DefaultHealth); } // Called when the game starts void USHealthComponent::BeginPlay() { Super::BeginPlay(); Health = DefaultHealth; AActor * Owner = GetOwner(); //将该函数绑定在角色的受伤事件上 if (Owner) { Owner->OnTakeAnyDamage.AddDynamic(this, &USHealthComponent::HandleTakeAnyDamage); } }
3)自定义扣血事件
DECLARE_DYNAMIC_MULTICAST_DELEGATE_SixParams(FOnHealthChangedSignature, USHealthComponent*, HealthComp, float, Health, float, HealthDelta, const class UDamageType*, DamageType, class AController*, InstigatedBy, AActor*, DamageCauser); //自定义事件的变量 UPROPERTY( BlueprintAssignable, Category = "HealthComponent") FOnHealthChangedSignature OnHealthChanged; //源文件 void USHealthComponent::HandleTakeAnyDamage(AActor * DamagedActor, float Damage, const UDamageType * DamageType, AController * InstigatedBy, AActor * DamageCauser) { //当前生命值<=0,就不做任何处理 if (Health <= 0) { return; } //承受伤害 Health = FMath::Clamp(Health - Damage, 0.0f, DefaultHealth); UE_LOG(LogTemp, Log, TEXT("Health :%s"), *FString::SanitizeFloat(Health)); //自定义事件 OnHealthChanged.Broadcast(this, Health, Damage, DamageType, InstigatedBy, DamageCauser); }
4)脱离玩家控制
//让玩家控制器与玩家角色分离,并让角色消失(3s) DetachFromControllerPendingDestroy(); SetLifeSpan(3.0f);
7.UPROPERTY
1.EditAnywhere
2.VisibleAnywhere
3.Category
4.BlueprintReadWrite
5.VisibleAnywhere
8.UFUNCTION
1.BlueprintCallable
2.BlueprintImplementableEvent
3.BlueprintNativeEvent
9.迭代器
1.模板迭代器
//利用迭代,查找场景中有多少食物 //TActorIterator<APacdot>是类型,PacItr是对象名,(GetWorld())构造函数参数表 //上述就是简单的创建一个对象的过程 //我认为PacItr是指向指针的指针,指向APacdot类型的指针 for (TActorIterator<APacdot> PacItr(GetWorld()); PacItr; ++PacItr) { PacdotNum++; } //利用迭代,找到所有敌人 for (TActorIterator<APacdotEnermy> EneItr(GetWorld()); EneItr; ++EneItr) { Enermis.Add(Cast<APacdotEnermy>(*EneItr)); }
2.Iter迭代器
//auto 自动声明对象类型 for (auto Iter(Enermis.CreateIterator()); Iter; ++Iter) { Cast<AEnermyController>((*Iter)->GetController())->GoToNewDestination(); }
10.得到游戏模式
// APacmanGameModeBase 是游戏模式类的子类 class APacmanGameModeBase * ModeBaseRef; #include "PacmanGameModeBase.h" ModeBaseRef = Cast< APacmanGameModeBase>(UGameplayStatics::GetGameMode(this));
11.网络
1)复制成员变量
//目前玩家手中的武器 UPROPERTY(Replicated) class ASWeapen * CurrentWeapen1; //用于网络同步的函数 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override; void ASCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); //同步给所有的客户端和服务器 DOREPLIFETIME(ASCharacter, CurrentWeapen1); }
2)客户端向服务器端复制成员函数的执行内容
//让服务器端也执行开火 //Server服务器 Reliable一直连接 WithValidation 验证 UFUNCTION(Server, Reliable, WithValidation) void ServerFire(); //函数的实现 void ASWeapen::ServerFire_Implementation() { Fire(); } bool ASWeapen::ServerFire_Validate() { return true; } //在其他函数中调用 //如果不是服务器,就执行ServerFire(),服务器端就有响应 void ASWeapen::Fire() { if (Role < ROLE_Authority) { ServerFire(); } .........
3)服务器端向客户端复制成员函数的执行内容
//要共享的内容 USTRUCT() struct FHitScanTrace { GENERATED_BODY() public: //弹道的目的坐标 UPROPERTY() FVector_NetQuantize TraceTo; //子弹数目:为了让该结构体内容发生变化,结构体才被不断得被网络复制 UPROPERTY() uint8 BrustCounter; }; //网络射击信息 (当HitScanTrace发生改变,就会激活OnRep_HitScanTrace) UPROPERTY(ReplicatedUsing = OnRep_HitScanTrace) FHitScanTrace HitScanTrace; //网络复制函数 UFUNCTION() void OnRep_HitScanTrace(); //复制网络射击信息 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override; //让客户端要做的事情 void ASWeapen::OnRep_HitScanTrace() { //调用射击特效 PlayFireEffects(HitScanTrace.TraceTo); } void ASWeapen::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); //同步给所有的客户端和服务器(DOREPLIFETIME_CONDITION不用同步给自己) DOREPLIFETIME_CONDITION(ASWeapen, HitScanTrace,COND_SkipOwner); }
今天的文章
UEC++常用代码分享到此就结束了,感谢您的阅读。
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