虚幻4 ue4 学习笔记pwan篇 1.3D 添加玩家方向控制 通过BindAxis控制前后左右

 1 // Fill out your copyright notice in the Description page of Project Settings.
 2 
 3 #pragma once
 4 
 5 #include "CoreMinimal.h"
 6 #include "GameFramework/Pawn.h"
 7 #include "MyPawn.generated.h"
 8 UCLASS()
 9 class TEST4_API AMyPawn : public APawn
10 {
11     GENERATED_BODY()
12 
13 public:
14     // Sets default values for this pawn's properties
15     AMyPawn();
16 
17 protected:
18     // Called when the game starts or when spawned
19     virtual void BeginPlay() override;
20 
21 public:    
22     // Called every frame
23     virtual void Tick(float DeltaTime) override;
24 
25     // Called to bind functionality to input
26     virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
27     void fire();
28     void left(float AxisValue);//左右移动
29     void front(float AxisValue);//前后移动
30 
31     UParticleSystemComponent* OurParticleSystem;
32 private:
33     int32 coutFire = 0;//计数器 禁止外部对象和子对象访问
34     float RunningTime = 0.0f;
35 
36 };

cpp主体部分

  1 // Fill out your copyright notice in the Description page of Project Settings.
  2 
  3 #include "MyPawn.h"
  4 #include "Runtime/Engine/Classes/Components/BoxComponent.h"
  5 #include "Runtime/Engine/Classes/Components/SphereComponent.h"//    USphereComponent 引用
  6 #include "Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h" // ConstructorHelpers 引用
  7 #include "Runtime/Engine/Classes/Particles/ParticleSystemComponent.h"//UParticleSystemComponent 引用
  8 #include "Runtime/Engine/Classes/GameFramework/SpringArmComponent.h"//UStaticMeshComponent 引用
  9 #include "Runtime/Engine/Classes/Camera/CameraComponent.h"//UCameraComponent 引用
 10 #include "string"
 11 using namespace std;
 12 // Sets default values
 13 AMyPawn::AMyPawn()
 14 {
 15      // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
 16     PrimaryActorTick.bCanEverTick = true;
 17     AutoPossessPlayer = EAutoReceiveInput::Player0;//这行代码不加 无法实现用户操作 此时用户视角就是当前pawn视角
 18 
 19     USphereComponent * SphereComponent = CreateDefaultSubobject<USphereComponent>("RootComponent");
 20     RootComponent = SphereComponent;//这里不一定非要用物体组件
 21     
 22 
 23     
 24 //    创建静态网格物体
 25     UStaticMeshComponent * SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>("VisualRepresentation");
 26     SphereVisual->SetupAttachment(RootComponent);
 27     
 28     //打开素材库
 29     static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAssetWzh(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
 30     if (SphereVisualAssetWzh.Succeeded()) {
 31         SphereVisual->SetStaticMesh(SphereVisualAssetWzh.Object);
 32         SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f));//设置位置0,0,0为初始位置                                               
 33         SphereVisual->SetWorldScale3D(FVector(0.8f));//SetWorldScale3D 设置组件在世界空间中的变换倍数。 倍数以原来模型大小为基准
 34     }
 35 
 36     // 创建一个可启用或停用的粒子系统
 37     OurParticleSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MovementParticles"));
 38     OurParticleSystem->SetupAttachment(RootComponent);//直接将粒子系统添加到根组件上
 39     OurParticleSystem->bAutoActivate = false;//在场景中激活
 40 
 41     OurParticleSystem->SetRelativeLocation(FVector(-20.0f, 0.0f, 20.0f));
 42     OurParticleSystem->SetWorldScale3D(FVector(3.0f));//SetWorldScale3D 设置组件在世界空间中的变换倍数。 倍数以原来模型大小为基准
 43     static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleAsset(TEXT("/Game/StarterContent/Particles/P_Fire.P_Fire"));
 44     if (ParticleAsset.Succeeded())
 45     {
 46         OurParticleSystem->SetTemplate(ParticleAsset.Object);
 47     }
 48 
 49 
 50     //加入个摄像头让视角看起来舒服点 当然不加也是可以看到 
 51     UCameraComponent* Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("ActualCamera"));
 52     Camera->SetupAttachment(RootComponent);
 53     Camera->SetRelativeLocation(FVector(-250.f, 0.0f, 400));//设置位置0,0,0为初始位置    
 54     Camera->RelativeRotation = FRotator(-45.f, 0.f, 0.f);// y z x顺序旋转  一个旋转信息的容器 所有旋转值都以度数存储。
 55 }
 56 
 57 // Called when the game starts or when spawned
 58 void AMyPawn::BeginPlay()
 59 {
 60     Super::BeginPlay();
 61 
 62     
 63 }
 64 
 65 // Called every frame
 66 void AMyPawn::Tick(float DeltaTime)//没两帧之间的时间间隔
 67 {
 68     Super::Tick(DeltaTime);    
 69 
 70     /*    string print = " DeltaTime = " + to_string(DeltaTime);
 71         FString print2(print.c_str());
 72 
 73         if (GEngine)
 74         {
 75             GEngine->AddOnScreenDebugMessage(-1, 1, FColor::Red, print2);
 76         }
 77 
 78     FVector NewLocation = GetActorLocation();//得到当前位置
 79     float DeltaHeight = FMath::Sin(RunningTime);
 80     NewLocation.Z += DeltaHeight;
 81     RunningTime += DeltaTime;
 82     RootComponent->SetRelativeLocation(NewLocation);//设置位置0,0,0为初始位置*/
 83     //this->SetActorLocation(NewLocation);//官方使用的是这行代码来移动位置的 同上行代码
 84 
 85 
 86 }
 87 
 88 // Called to bind functionality to input
 89 void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
 90 {
 91     Super::SetupPlayerInputComponent(PlayerInputComponent);
 92     PlayerInputComponent->BindAction("fire", IE_Released, this, &AMyPawn::fire);
 93     InputComponent->BindAxis("left", this, &AMyPawn::left);
 94     InputComponent->BindAxis("front", this, &AMyPawn::front);
 95 }
 96 
 97 
 98 void AMyPawn::fire() {
 99         coutFire = !coutFire;    
100     if (GEngine)
101     {
102         GEngine->AddOnScreenDebugMessage(-1, 0.2, FColor::Red, TEXT("火焰!"));
103 
104         int32 active32 = OurParticleSystem->bIsActive;
105         //OurParticleSystem->ToggleActive(); //官方使用的ToggleActive()切换粒子状态 我建议不要使用这个函数 因为
106         //在快速按下键盘按键 调用事件函数fire时 无法执行里面的ToggleActive函数 但是可以打印文字“火焰“ 但是慢慢按就没问题
107         //我发现主要是 ToggleActive内部操作 bIsActive的问题 如果快速按下 bIsActive 就不会重新赋值 而是一直为1估计是虚幻4官方的bug, 慢慢按 才为0 我自己重新 定义一个外部变量coutFire 计数代替bIsActive 就没问题了不用ToggleActive实现
108         OurParticleSystem->SetActive(coutFire);//通过计数器 切换状态
109     }
110 
111 }
112 
113 void AMyPawn::left(float AxisValue) {
114     FVector NewLocation = GetActorLocation();//得到当前位置
115     if (AxisValue == 1) {
116         if (GEngine)GEngine->AddOnScreenDebugMessage(-1, 0.2, FColor::Red, TEXT("向左!"));
117             NewLocation.Y -= 1.0;
118     
119         
120     }
121     else if (AxisValue == -1) {
122         if (GEngine)GEngine->AddOnScreenDebugMessage(-1, 0.2, FColor::Red, TEXT("向右!"));
123         NewLocation.Y += 1.0;
124     }
125 
126     RootComponent->SetRelativeLocation(NewLocation);//设置位置0,0,0为初始位置*/
127     //this->SetActorLocation(NewLocation);//官方使用的是这行代码来移动位置的 同上行代码
128 }
129 
130 void AMyPawn::front(float AxisValue) {
131     FVector NewLocation = GetActorLocation();//得到当前位置
132     if (AxisValue == 1) {
133         if (GEngine)GEngine->AddOnScreenDebugMessage(-1, 0.2, FColor::Red, TEXT("向前!"));
134         NewLocation.X += 1.0;
135 
136     }
137     else if (AxisValue == -1) {
138         if (GEngine)GEngine->AddOnScreenDebugMessage(-1, 0.2, FColor::Red, TEXT("向后!"));
139         NewLocation.X -= 1.0;
140     }
141     RootComponent->SetRelativeLocation(NewLocation);//设置位置0,0,0为初始位置*/
142     //this->SetActorLocation(NewLocation);//官方使用的是这行代码来移动位置的 同上行代码
143 }

 

posted on 2017-12-18 20:24  王子殿下  阅读(1664)  评论(0编辑  收藏  举报

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