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一.修改第三人称模板的 Charactor
1.随鼠标将四处看的功能的输入注释掉。
- void ARunGANCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
- {
- // Set up action bindings
- if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) {
-
- //Jumping
- EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);
- EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
-
- //Moving
- EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ARunGANCharacter::Move);
-
- //Looking
- //EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ARunGANCharacter::Look);
-
- }

2.在Tick里,注释掉计算左右方向的部分。只让它获得向前的方向。再加个每帧都朝,正前方输入的逻辑。
- void ARunGANCharacter::Tick(float DeltaSeconds)
- {
- Super::Tick(DeltaSeconds);
- GetController()->SetControlRotation(FMath::RInterpConstantTo(GetControlRotation(),DesireRotation,GetWorld()->GetRealTimeSeconds(),10.f));
- //
- const FRotator Rotation = Controller->GetControlRotation();
- const FRotator YawRotation(0, Rotation.Yaw, 0);
- // get forward vector
- const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
-
- // get right vector
- //const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
-
- //
- AddMovementInput(ForwardDirection, 1);
- }

3.修改按下输入,调用的Move里的逻辑。让它如果转向,就按自己输入的X方向。旋转90度。
如果不转向,按照人物控制当前的朝向,计算左右的向量,并添加左右输入。
相当于一直向前跑,不转向可以左右调整。
- if (bTurn)
- {
- //GEngine->AddOnScreenDebugMessage(-1,5.0f,FColor::Red,TEXT("Turn"));
- FRotator NewRotation = FRotator(0.f,90.f*(MovementVector.X), 0.f);
- FQuat QuatA = FQuat(DesireRotation);
- FQuat QuatB = FQuat(NewRotation);
- DesireRotation = FRotator(QuatA * QuatB);
- bTurn = false;
- }
- else
- {
- // find out which way is forward
- const FRotator Rotation = Controller->GetControlRotation();
- const FRotator YawRotation(0, Rotation.Yaw, 0);
-
- // get forward vector
- //const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
-
- // get right vector
- const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
- //ForwardDirection = FVector(0,0,0);
-
- // add movement
- //AddMovementInput(ForwardDirection, 0); //
- AddMovementInput(RightDirection, MovementVector.X);
- /* if (Controller->IsLocalPlayerController())
- {
- APlayerController* const PC = CastChecked<APlayerController>(Controller);
- }*/
- //GetCharacterMovement()->bOrientRotationToMovement = false;
- //
- }

4.这里转向的方向DesireRotation,会被一直赋值到控制器(Controller->GetControlRotation)。进而影响我们 向前方向。因为Tick里一直在修正。左右会在,Move回调函数里添加,也受控制器的影响。
- void ARunGANCharacter::Tick(float DeltaSeconds)
- {
- Super::Tick(DeltaSeconds);
- GetController()->SetControlRotation(FMath::RInterpConstantTo(GetControlRotation(),DesireRotation,GetWorld()->GetRealTimeSeconds(),10.f));
- //
- const FRotator Rotation = Controller->GetControlRotation();
- const FRotator YawRotation(0, Rotation.Yaw, 0);
- // get forward vector
- const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
-
- // get right vector
- //const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
-
- //
- AddMovementInput(ForwardDirection, 1);
- }

人物逻辑就写好了,一直跑,Turn为True时转90.其余时间,相当于一直按W,你自己决定要不要A,D,斜向跑。
二.写碰撞,碰撞时,能实现转向。
创建TurnBox C++ Actor类。在里面,添加UBoxComponent组件,添加碰撞的回调函数。内容也很简单,如果是 角色碰撞,让它的装箱变量变为True。
- #include "TurnBox.generated.h"
-
- class UBoxComponent;
- UCLASS()
- class RUNGAN_API ATurnBox : public AActor
- {
- GENERATED_BODY()
- UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category = Box,meta = (AllowPrivateAccess = "true"))
- UBoxComponent* Box;
-
- public:
- // Sets default values for this actor's properties
- ATurnBox();
-
- protected:
- // Called when the game starts or when spawned
- virtual void BeginPlay() override;
-
- public:
- // Called every frame
- virtual void Tick(float DeltaTime) override;
- UFUNCTION()
- void CharacterOverlapStart(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
- // UPrimitiveComponent, OnComponentBeginOverlap, UPrimitiveComponent*, OverlappedComponent, AActor*, OtherActor, UPrimitiveComponent*, OtherComp, int32, OtherBodyIndex, bool, bFromSweep, const FHitResult &, SweepResult);
- UFUNCTION()
- void CharacterOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
- //UPrimitiveComponent*, OverlappedComponent, AActor*, OtherActor, UPrimitiveComponent*, OtherComp, int32, OtherBodyIndex);
- };

这里实例化组件,就不写了。把角色的头文件,包含进去。绑定回调,回调里判断逻辑。
- // Called when the game starts or when spawned
- void ATurnBox::BeginPlay()
- {
- Super::BeginPlay();
- Box->OnComponentBeginOverlap.AddDynamic(this,&ATurnBox::CharacterOverlapStart);
- Box->OnComponentEndOverlap.AddDynamic(this, &ATurnBox::CharacterOverlapEnd);
- }
-
- // Called every frame
- void ATurnBox::Tick(float DeltaTime)
- {
- Super::Tick(DeltaTime);
-
- }
-
- void ATurnBox::CharacterOverlapStart(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
- {
- if (ARunGANCharacter* InCharacter = Cast<ARunGANCharacter>(OtherActor))
- {
- InCharacter->bTurn = true;
- }
- }
-
- void ATurnBox::CharacterOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
- {
- if (ARunGANCharacter* InCharacter = Cast<ARunGANCharacter>(OtherActor))
- {
- InCharacter->bTurn = false;
- }
- }

三.开始写路的逻辑,随机生成。
1.准备好道路资源
2.这里将道路,分为直道,转弯道,上下道。使用了UE创建枚举的方式。
- #pragma once
- #include"CoreMinimal.h"
- #include "RunGANType.generated.h"
- UENUM()
- enum class FRoadType :uint8 //只需要一个字节,更高效 0-255
- {
- StraitFloor,
- TurnFloor,
- UPAndDownFloor,
- MAX,
- };
-
-
3.然后我们创建道路类,写上通用逻辑。在头文件,将道路类型加上,并前项声明 指针 指向的组件类。
- #include "../../RunGANType.h"
- #include "RunRoad.generated.h"
- class UBoxComponent;
- class USceneComponent;
- class UStaticMeshComponent;
- class UArrowComponent;
-
- UCLASS()
- class RUNGAN_API ARunRoad : public AActor
- {
- GENERATED_BODY()
- //场景组件
- UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category = "C_J", meta = (AllowPrivateAccess = "true"))
- USceneComponent* SceneComponent;
-
- //根组件
- UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category = "C_J", meta = (AllowPrivateAccess = "true"))
- USceneComponent* RunRoadRootComponent;
-
- //碰撞
- UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category = "C_J",meta = (AllowPrivateAccess = "true"))
- UBoxComponent* BoxComponent;
-
- //模型
- UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category = "C_J",meta = (AllowPrivateAccess = "true"))
- UStaticMeshComponent* RoadMesh;
-
- //方向
- UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category = "C_J",meta = (AllowPrivateAccess = "true"))
- UArrowComponent* SpawnPointMiddle;
- UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category = "C_J",meta = (AllowPrivateAccess = "true"))
- UArrowComponent* SpawnPointRight;
- UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category = "C_J",meta = (AllowPrivateAccess = "true"))
- UArrowComponent* SpawnPointLeft;
-
- //地板类型
- UPROPERTY(EditDefaultsOnly,Category = "TowerType") //EditDefaultsOnly:蓝图可以编译,但是在主编译器不显示所以不可以编译
- FRoadType RoadType;
-
- public:
- // Sets default values for this actor's properties
- ARunRoad();
- FTransform GetAttackToTransform(const FVector& MyLocation);
- protected:
- // Called when the game starts or when spawned
- virtual void BeginPlay() override;
-
- public:
- // Called every frame
- virtual void Tick(float DeltaTime) override;
- UFUNCTION()
- void CharacterOverlapStart(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
- // UPrimitiveComponent, OnComponentBeginOverlap, UPrimitiveComponent*, OverlappedComponent, AActor*, OtherActor, UPrimitiveComponent*, OtherComp, int32, OtherBodyIndex, bool, bFromSweep, const FHitResult &, SweepResult);
- UFUNCTION()
- void CharacterOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);

4.实现逻辑
- #include"Components/BoxComponent.h"
- #include"Components/SceneComponent.h"
- #include"Components/StaticMeshComponent.h"
- #include"Components/ArrowComponent.h"
CreateDefaultSubobject<T>实例化组件,SetupAttachment添加组件,Root根组件,Father在根组件下,其余在Father组件下。
- ARunRoad::ARunRoad()
- {
- // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
- PrimaryActorTick.bCanEverTick = false;
- //generateBox = CreateDefaultSubobject<UBoxComponent>(TEXT("GenerateBox"));
- //实例化
- SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Father"));
- RunRoadRootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
- RootComponent = RunRoadRootComponent;
- RoadMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("RoadMesh"));
- BoxComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("Box"));
- SpawnPointMiddle = CreateDefaultSubobject<UArrowComponent>(TEXT("SpawnPointMiddle"));
- SpawnPointRight = CreateDefaultSubobject<UArrowComponent>(TEXT("SpawnPointRight"));
- SpawnPointLeft = CreateDefaultSubobject<UArrowComponent>(TEXT("SpawnPointLeft"));
- //附加顺序
- SceneComponent->SetupAttachment(RootComponent);
- RoadMesh->SetupAttachment(SceneComponent);
- BoxComponent->SetupAttachment(SceneComponent);
- SpawnPointMiddle->SetupAttachment(SceneComponent);
- SpawnPointRight->SetupAttachment(SceneComponent);
- SpawnPointLeft->SetupAttachment(SceneComponent);
- }

这样初步就将路结构搭建好了。后续开始写GameMode生成每一个路面。
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