UnrealEngine4入门(二) 实现一个可用按键控制的球体

源码摘自官网guide,加上部分自己的理解和注释

接上篇博客 本文实现一个可用WASD控制滚动的球体

先创建一个可见的球体:

在CollidingPawn.cpp的构造函数ACollidingPawn::ACollidingPawn()中添加一个球体,一个网格组件(mesh),一个弹簧臂和相机,代码如下:

    //创建一个球体
    USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent"));
    //设置为根组件
    RootComponent = SphereComponent;
    //设置半径
    SphereComponent->InitSphereRadius(40.0f);
    SphereComponent->SetCollisionProfileName(TEXT("Pawn"));

    // 创建并放置网格物体组件,这样我们能看到球体的位置
    UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
    //如果不把网格附加到SphereComponent 就看不到球体
    SphereVisual->AttachTo(RootComponent);
    static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
    if (SphereVisualAsset.Succeeded()){
        SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
        SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f));
        SphereVisual->SetWorldScale3D(FVector(0.8f));
    }

    //  使用弹簧臂来让相机获得一种平滑、自然的运动。
    //  弹簧臂的目的是让视角跟SphereComponent保持一定距离,如果不加,效果像fps游戏的第一视角一样
    USpringArmComponent* SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraAttachmentArm"));
    SpringArm->AttachTo(RootComponent);
    SpringArm->RelativeRotation = FRotator(-45.f, 0.f, 0.f); //45度角
    SpringArm->TargetArmLength = 400.0f; //弹簧臂长度
    SpringArm->bEnableCameraLag = true;
    SpringArm->CameraLagSpeed = 3.f;

    // 创建相机并附加到弹簧臂
    // 如果没有相机 什么都看不到
    UCameraComponent* Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("ActualCamera"));
    Camera->AttachTo(SpringArm, USpringArmComponent::SocketName);

 

然后配置按键: 打开ue编辑器, 选择编辑->项目设置-> 输入, 然后在右边的axis mappings加入如下设置:

MoveForWard,MoveRight,Turn,Turn_Y 可自定义,表示跟各个按键的绑定关系。

然后创建一个类CollidingPawnMovementComponent继承自PawnMovementComponent(控制pawn移动的组件),我们可以把WASD绑定的行为绑定到这个component上,然后把该component绑定到我们刚才创建的球体上:

CollidingPawnMovementComponent.cpp

#include "Demo.h"
#include "CollidingPawnMovementComponent.h"

void UCollidingPawnMovementComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
    Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

    // Make sure that everything is still valid, and that we are allowed to move.
    if (!PawnOwner || !UpdatedComponent || ShouldSkipUpdate(DeltaTime))
    {
        return;
    }

    // Get (and then clear) the movement vector that we set in ACollidingPawn::Tick
    FVector DesiredMovementThisFrame = ConsumeInputVector().GetClampedToMaxSize(1.0f) * DeltaTime * 150.0f;
    if (!DesiredMovementThisFrame.IsNearlyZero())
    {
        FHitResult Hit;
        SafeMoveUpdatedComponent(DesiredMovementThisFrame, UpdatedComponent->GetComponentRotation(), true, Hit);

        // If we bumped into something, try to slide along it
        if (Hit.IsValidBlockingHit())
        {
            SlideAlongSurface(DesiredMovementThisFrame, 1.f - Hit.Time, Hit.Normal, Hit);
        }
    }
};

然后在CollidingPawn.h中加入如下代码:

class UCollidingPawnMovementComponent* OurMovementComponent;

先将movementComponent绑定到刚才加的球体上,在CollidingPawn构造函数底部加入如下代码:

    // Create an instance of our movement component, and tell it to update the root.
    OurMovementComponent = CreateDefaultSubobject<UCollidingPawnMovementComponent>(TEXT("CustomMovementComponent"));
    OurMovementComponent->UpdatedComponent = RootComponent;

为了让游戏中的其他类知道CollidingPawn目前正在使用CollidingPawnMovementComponent作为移动控制组件,需要在CollidingPawn.h中加入以下代码:

virtual UPawnMovementComponent* GetMovementComponent() const override;

然后在CollidingPawn.cpp中加入:

UPawnMovementComponent* ACollidingPawn::GetMovementComponent() const
{
    return OurMovementComponent;
}

 刚才我们已经将新创建的移动控制组件绑定到了球体上,现在需要把WASD触发的函数绑定到移动组件上,在CollidingPawn中实现往前移动,往左移动,转动视角的三个方法:

// 往前(后)移动
void ACollidingPawn::MoveForward(float AxisValue)
{
    if (OurMovementComponent && (OurMovementComponent->UpdatedComponent == RootComponent))
    {
        OurMovementComponent->AddInputVector(GetActorForwardVector() * AxisValue);
    }
}

// 往左(右)移动
void ACollidingPawn::MoveRight(float AxisValue)
{
    if (OurMovementComponent && (OurMovementComponent->UpdatedComponent == RootComponent))
    {
        OurMovementComponent->AddInputVector(GetActorRightVector() * AxisValue);
    }
}

// 左右转动视角
void ACollidingPawn::Turn(float AxisValue)
{
    FRotator NewRotation = GetActorRotation();
    NewRotation.Yaw += AxisValue;
    SetActorRotation(NewRotation);
}

然后将这三个方法在ACollidingPawn::SetupPlayerInputComponent中注册:

void ACollidingPawn::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
    Super::SetupPlayerInputComponent(InputComponent);

    InputComponent->BindAxis("MoveForward", this, &ACollidingPawn::MoveForward);
    InputComponent->BindAxis("MoveRight", this, &ACollidingPawn::MoveRight);
    InputComponent->BindAxis("Turn", this, &ACollidingPawn::Turn);
}

以上就完成了一个可用WASD移动和鼠标控制左右视角的球体

如果上下移动视角,可仿照以上的ACollidingPawn::Turn方法,将NewRotation.Yaw += AxisValue; 改为NewRotation.Pitch += AxisValue;即可

posted @ 2015-10-05 00:23  huliangbin  阅读(3097)  评论(0编辑  收藏  举报