这一个章节对于第一次接触虚幻的人来说可以说是最绕的一个点,因为老师突然给你塞了很多的概念,对于这一块的学习,我个人的推荐是:先把蓝图搞明白了,再对应到C++的代码中,不然一定会被整的晕头转向。还是,有不懂的点就来问我。

主要有几个大点:

接口自定义组件如何在角色身上使用自定义组件

这些东西在蓝图里面真的非常好实现,但是到了C++里面,由于语法,做的工作会比蓝图里面拉节点多很多,所以这一块我的建议就最上面的:先把蓝图整明白。

这一节课的第一个重点:接口Interface

说白了就是,一个地方定义,多个地方实现,假设我们在A的情况如果要调用接口的函数,直接调用A这个类实现的接口函数。接口方便我们用一个按键去完成不同的功能(比如你用E键对物品的时候是拾起物品,对人的时候就是进行对话)

具体功能听老师讲解,还是老样子,上代码以及注意事项:

SGamePlayInterface.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"

#include "UObject/Interface.h"

#include "SGameplayInterface.generated.h"

// This class does not need to be modified.

UINTERFACE(MinimalAPI)

class USGameplayInterface : public UInterface

{

GENERATED_BODY()

};

/**

*

*/

class ACTIONROGUELIKE_API ISGameplayInterface

{

GENERATED_BODY()

// Add interface functions to this class. This is the class that will be inherited to implement this interface.

public:

UFUNCTION(BlueprintNativeEvent)

void Interact(APawn* InstigatorPawn);

};

注:我们不需要在SGamePlayInterface.cpp文件中对我们的函数进行实现,实现是别的继承接口的类的工作,而不是我们接口类的工作,接口类的工作就是定义函数,说白了就是.cpp文件你不用动,在.h文件里面写了东西,就行了。

接口定义完成之后,我们需要一个能交互功能。首先定义一个可以交互的物体,按照斯坦福教程老师的代码走:

SItemChest.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"

#include "GameFramework/Actor.h"

#include "SGameplayInterface.h"

#include "SItemChest.generated.h"

UCLASS()

class ACTIONROGUELIKE_API ASItemChest : public AActor, public ISGameplayInterface//这里的父类除了AActor,还有ISGameplayInterface,也就是说,这个类继承了我们的接口类,所以理所当然的,我们需要实现这个接口的函数

{

GENERATED_BODY()

//对接口类定义的函数进行实现

void Interact_Implementation(APawn* InstigatorPawn) override;//看到这个override没,就是重写这个函数,也就是实现这个函数。

public:

//一个float类型数据,可在蓝图内编辑

UPROPERTY(EditAnywhere)

float TargetPitch;

//两个静态网格体组件

UPROPERTY(VisibleAnywhere)

class UStaticMeshComponent* BaseMeshComp;

UPROPERTY(VisibleAnywhere)

class UStaticMeshComponent* LidMeshComp;

public:

// Sets default values for this actor's properties

ASItemChest();

protected:

// Called when the game starts or when spawned

virtual void BeginPlay() override;

public:

// Called every frame

virtual void Tick(float DeltaTime) override;

};

SItemChest.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "SItemChest.h"

#include "Components/StaticMeshComponent.h"

//实现接口类的函数的函数体

void ASItemChest::Interact_Implementation(APawn* InstigatorPawn)

{

//这个函数的作用就是,将lidmesh按照pitch的方向进行旋转,旋转角度就是我们初始化那里定义的float数据,这个数据可以在蓝图里面变换

LidMeshComp->SetRelativeRotation(FRotator(TargetPitch, 0, 0));

}

// Sets default values

ASItemChest::ASItemChest()

{

// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.

PrimaryActorTick.bCanEverTick = true;

//组件初始化,前面几章的内容,忘记的就回到前几个视频重新看,这是最基本的东西

BaseMeshComp=CreateDefaultSubobject(TEXT("BaseMesh"));

RootComponent = BaseMeshComp;

LidMeshComp=CreateDefaultSubobject(TEXT("LidMesh"));

LidMeshComp->SetupAttachment(BaseMeshComp);

//数据的初始化

TargetPitch = 110.0f;

}

// Called when the game starts or when spawned

void ASItemChest::BeginPlay()

{

Super::BeginPlay();

}

// Called every frame

void ASItemChest::Tick(float DeltaTime)

{

Super::Tick(DeltaTime);

}

我想这里的问题应该都不是很大,因为这里除了接口类,其它的都是前几章的内容,感觉有问题的就往回看,还是不明白就问我。

有了接口,有了实现接口的方法,有了对应我们要交互的类,那么接下来就需要写连接玩家操作和物体的那一个链接了,这个链接我们通过自定义组件来解决。自定义组件在ue编辑器里头长这样:

其实你也可以直接写到SCharacter的文件内,但是这么做是为了将玩家基本信息和功能实现分开,更好的进行代码管理,不然一个游戏,你什么都往SCharacter里头写,也许写到最后你发现你SCharacter文件里面有几万行代码,你怎么维护?你怎么debug?很困难的,所以把这些功能分开,有助于我们后期维护代码。

SInteractionComponent.h文件

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"

#include "Components/ActorComponent.h"

#include "SInteractionComponent.generated.h"

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )

class ACTIONROGUELIKE_API USInteractionComponent : public UActorComponent

{

GENERATED_BODY()

public:

//此处只定义了这一个函数,就如上面所说,你可以把这个函数丢到SCharacter里头,但是为了方便后期维护,最好还是写一个组件来将两者分开

void PrimaryInteract();

public:

// Sets default values for this component's properties

USInteractionComponent();

protected:

// Called when the game starts

virtual void BeginPlay() override;

public:

// Called every frame

virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

};

SInteractionComponent.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "SInteractionComponent.h"

#include "SGameplayInterface.h"

#include "Engine/World.h"

#include "Engine/HitResult.h"

//后面的很长一串就是我们的实现交互的函数

void USInteractionComponent::PrimaryInteract()

{

//碰撞的结果,这是一个结构体

//FHitResult HitResult;

FVector StartLocation;

FVector EndLocation;

FRotator EyeRotation;

//被检测物体的属性

FCollisionObjectQueryParams objectQueryParams;

objectQueryParams.AddObjectTypesToQuery(ECC_WorldDynamic);

//碰撞体形状

FCollisionShape Sphere;

//球形碰撞体半径

float Radius = 30.0f;

Sphere.SetSphere(Radius);

//一个碰撞结果的数组

TArrayHits;

//GetOwner()函数对于组件来说就是获得它的父组件,也就是我们的SCharacter对象,也就是玩家

AActor* Owner = GetOwner();

//StartLocation = Owner->GetActorLocation();

//找到玩家的其实位置和停止位置

Owner->GetActorEyesViewPoint(StartLocation, EyeRotation);

//我没有用Gideon的模型,我的模型是一个正方体,所以我直接从正方体中心出发

StartLocation = Owner->GetActorLocation();

EndLocation = StartLocation + (EyeRotation.Vector()*100.0f);

//LineTraceSingleByObjectType函数返回一个bool值,表示是否检测到了一个我们指定的物体

//bool bBlockingHit = GetWorld()->LineTraceSingleByObjectType(HitResult, StartLocation, EndLocation, objectQueryParams);

//SweepMultiByObjectType函数返回一个bool值,表示是否检测到了一个我们指定的物体,这个指定的属性就是objectQueryParams

bool bBlockingHit = GetWorld()->SweepMultiByObjectType(Hits, StartLocation, EndLocation, FQuat::Identity, objectQueryParams, Sphere);

//设置颜色,如果有碰撞就是绿色,没有碰撞就是红色

FColor LineColor = bBlockingHit ? FColor::Green : FColor::Red;

//for循环进行遍历

for (FHitResult HitResult : Hits)

{

//检查是否有碰撞

if (AActor* HitActor = HitResult.GetActor())

{

//检查我们碰撞到的对象是否实现了这个接口

if (HitActor->Implements())

{

APawn* MyPawn = Cast(Owner);

ISGameplayInterface::Execute_Interact(HitActor,MyPawn);

//遍历到的第一个实现了这个接口的类,就停止遍历了

break;

}

}

//画debg用的球

DrawDebugSphere(GetWorld(), HitResult.ImpactPoint, Radius, 32, LineColor, false, 10.0f);

}

//画视线线条

DrawDebugLine(GetWorld(), StartLocation, EndLocation, LineColor , false, 10.0f, 0U, 1.0f);

}

// Sets default values for this component's properties

USInteractionComponent::USInteractionComponent()

{

// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features

// off to improve performance if you don't need them.

PrimaryComponentTick.bCanEverTick = true;

// ...

}

// Called when the game starts

void USInteractionComponent::BeginPlay()

{

Super::BeginPlay();

// ...

}

// Called every frame

void USInteractionComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)

{

Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

// ...

}

有没有发现,就一个函数,这个组件内的代码长度能那么长,以后还不知道有多少个这一类的功能要实现,你想想看,是不是用组件的方式独立出来比较好?

好了,我们的组件也写好了,那么最后一步就是:将我们的组件绑定到我们的SCharacter身上,就如同我们前面几章一样的方法

SCharacter.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"

#include "GameFramework/Character.h"

#include "InputActionValue.h"

#include "SCharacter.generated.h"

UCLASS(config = Game)

class ACTIONROGUELIKE_API ASCharacter : public ACharacter

{

GENERATED_BODY()

UPROPERTY(VisibleAnywhere)

class USpringArmComponent* SpringArmComp;

UPROPERTY(VisibleAnywhere)

class UCameraComponent* CameraComp;

UPROPERTY(EditAnywhere, Category = Input)

class UInputMappingContext* DefaultMappingContext;

UPROPERTY(EditAnywhere, Category = Input)

class UInputAction* MoveAction;

UPROPERTY(EditAnywhere, Category = Input)

class UInputAction* JumpAction;

UPROPERTY(EditAnywhere, Category = Input)

class UInputAction* LookAction;

UPROPERTY(EditAnywhere, Category = Input)

class UInputAction* PrimaryAttackAction;

//新增的一个输入事件

UPROPERTY(EditAnywhere, Category = Input)

class UInputAction* InteractionAction;

//新增的我们的自定义组件

UPROPERTY(VisibleAnywhere)

class USInteractionComponent* InteractionComp;

protected:

UPROPERTY(EditAnywhere)

class TSubclassOf ProjectileClass;

public:

// Sets default values for this character's properties

ASCharacter();

protected:

// Called when the game starts or when spawned

virtual void BeginPlay() override;

protected:

void Move(const FInputActionValue& Value);

void Look(const FInputActionValue& Value);

void PrimaryAttack();

//新增的交互函数

void PrimaryInteract();

//新增的delay之后调用的函数

void PrimaryAttack_TimeElasped();

protected:

FTimerHandle TimerHandle_PrimaryAttack;

public:

// Called every frame

virtual void Tick(float DeltaTime) override;

// Called to bind functionality to input

virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

};

SCharacter.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "SCharacter.h"

#include "GameFramework/SpringArmComponent.h"

#include "Camera/CameraComponent.h"

#include "GameFramework/Controller.h"

#include "EnhancedInputComponent.h"

#include "EnhancedInputSubsystems.h"

#include "GameFramework/CharacterMovementComponent.h"

#include "SInteractionComponent.h"

#include "TimerManager.h"

//#include "../../../../../UE_5.1/Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputSubsystems.h"

//#include "../../../../../UE_5.1/Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputComponent.h"

// Sets default values

ASCharacter::ASCharacter()

{

// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.

PrimaryActorTick.bCanEverTick = true;

bUseControllerRotationPitch = false;

bUseControllerRotationRoll = false;

bUseControllerRotationYaw = false;

GetCharacterMovement()->bOrientRotationToMovement = true;

SpringArmComp = CreateDefaultSubobject(TEXT("CameraBoom"));

SpringArmComp->SetupAttachment(RootComponent);

SpringArmComp->bUsePawnControlRotation = true;

CameraComp = CreateDefaultSubobject(TEXT("Camera"));

CameraComp->SetupAttachment(SpringArmComp);

CameraComp->bUsePawnControlRotation = false;

//我们的自定义组件

InteractionComp = CreateDefaultSubobject(TEXT("InteractionComp"));

}

// Called when the game starts or when spawned

void ASCharacter::BeginPlay()

{

Super::BeginPlay();

if (APlayerController* PlayerController = Cast(Controller))

{

if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer()))

{

Subsystem->AddMappingContext(DefaultMappingContext, 0);

}

}

}

void ASCharacter::Move(const FInputActionValue& Value)

{

FVector2D MovementVector = Value.Get();

if (Controller!=nullptr)

{

const FRotator Rotation = Controller->GetControlRotation();

const FRotator YawRotation(0, Rotation.Yaw, 0);

const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);

const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);

AddMovementInput(ForwardDirection, MovementVector.Y);

AddMovementInput(RightDirection, MovementVector.X);

}

}

void ASCharacter::Look(const FInputActionValue& Value)

{

FVector2D LookAxisVector = Value.Get();

if (Controller!=nullptr)

{

AddControllerYawInput(LookAxisVector.X);

AddControllerPitchInput(LookAxisVector.Y);

}

}

void ASCharacter::PrimaryAttack()

{

GetWorldTimerManager().SetTimer(TimerHandle_PrimaryAttack,this,&ASCharacter::PrimaryAttack_TimeElasped,0.2f);

}

//新增的组件触发事件

void ASCharacter::PrimaryInteract()

{

//只要组件存在就会触发组件内部的那个函数

if (InteractionComp)

{

InteractionComp->PrimaryInteract();

}

}

void ASCharacter::PrimaryAttack_TimeElasped()

{

FTransform SpawnTM = FTransform(GetControlRotation(), GetActorLocation());

FActorSpawnParameters SpawnParams;

SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;

GetWorld()->SpawnActor < AActor >(ProjectileClass, SpawnTM, SpawnParams);

}

// Called every frame

void ASCharacter::Tick(float DeltaTime)

{

Super::Tick(DeltaTime);

}

// Called to bind functionality to input

void ASCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)

{

Super::SetupPlayerInputComponent(PlayerInputComponent);

if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked(PlayerInputComponent))

{

EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ASCharacter::Move);

EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);

EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);

EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ASCharacter::Look);

EnhancedInputComponent->BindAction(PrimaryAttackAction, ETriggerEvent::Triggered, this, &ASCharacter::PrimaryAttack);

//Interaction

//新增的输入事件

EnhancedInputComponent->BindAction(InteractionAction, ETriggerEvent::Triggered, this, &ASCharacter::PrimaryInteract);

}

}

发现没有,我们只需要绑定组件,然后SCharacter的文件内部就啥都不用加了,加一个输入事件,就是E键嘛,交互键,这样一来,SCharacter的文件看着就很简洁,不会很庞杂。

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