UE5 C++ 3D血条 响应人物受伤 案例

一.3Dwidget

1.创建C++ Userwidget的 MyHealthWidget,声明当前血量和最大血量

cpp 复制代码
UCLASS()
class PRACTICEC_API UMyHealthWidget : public UUserWidget
{
	GENERATED_BODY()
public:
	UPROPERTY(EditAnywhere,BlueprintReadWrite,Category  = "MyWidget")
	float CurrentHealth = 100.0f;
	UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = "MyWidget")
	float MaxHealth = 100.0f; //可以给默认值

};

2.创建UMG的蓝图,ClassSetting里 继承 MyHealthWidget.

二.渲染到屏幕

在Charactor的构造函数中,构建子组件。并且静态加载UMG类。设置位置,屏幕,大小等。

cpp 复制代码
	UWidgetComponent* MyWidgetHealth;
cpp 复制代码
	MyWidgetHealth = CreateDefaultSubobject<UWidgetComponent>(TEXT("MyWidgetComponent"));
	MyWidgetHealth->SetupAttachment(RootComponent);
	static ConstructorHelpers::FClassFinder<UUserWidget>WidgetClass(TEXT("/Script/UMGEditor.WidgetBlueprint'/Game/UMG_Health.UMG_Health_C'"));    //静态加载
	MyWidgetHealth->SetWidgetClass(WidgetClass.Class);
	MyWidgetHealth->SetRelativeLocation(FVector(0,0,100)); 
	MyWidgetHealth->SetWidgetSpace(EWidgetSpace::Screen);  //  输出到屏幕
	MyWidgetHealth->SetDrawSize(FVector2D(400,20));

三.碰撞伤害

1.在Actor 添加头文件 和 碰撞函数

cpp 复制代码
#include "Kismet/GameplayStatics.h"  //Aplaydamage 函数库里的头文件
#include "MyCharacter.h"  //后面用于转化
cpp 复制代码
	UFUNCTION()
	void BeginOverlapFunction(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
	UFUNCTION()
	void EndOverlapFunction( UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); //四个参数
	// FComponentEndOverlapSignature, UPrimitiveComponent, OnComponentEndOverlap, UPrimitiveComponent*, OverlappedComponent, AActor*, OtherActor, UPrimitiveComponent*, OtherComp, int32, OtherBodyIndex

2.在CPP里实现 ,如果人物刚碰撞 ApplyDamage();

cpp 复制代码
void AMyActor::BeginOverlapFunction(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
	AMyCharacter* MyCharacter = Cast<AMyCharacter>(OtherActor); //转换
	if (MyCharacter)
	{
		UGameplayStatics::ApplyDamage(MyCharacter,5.0f,nullptr,this,UDamageType::StaticClass());  //应用伤害
	}
	GEngine->AddOnScreenDebugMessage(-1,5.0f,FColor::Red,TEXT("BeginOverLapEvent is Success"));
	MyParticle->Activate(); //激活
}

四.人物收到伤害 血条响应

重写内部受伤函数

cpp 复制代码
	virtual float TakeDamage(float DamageAmount,FDamageEvent const &DamageEvent,class AController*EventInstigator,AActor* DamagerCausser)override; //重写系统内部的TakeDamage 
cpp 复制代码
float AMyCharacter::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamagerCausser)
{
	UMyHealthWidget* MyWidget = Cast<UMyHealthWidget>(MyWidgetHealth->GetUserWidgetObject());
	if (MyWidget)
	{
		if (MyWidget->CurrentHealth > 0)
		{
			MyWidget->CurrentHealth -= 5.f;
		}
		else
		{
			return 0.f;
		}
	}
	return 0.0f;
}

获得指针UserWidget 转换为 UMyHealthWidget,做相应的逻辑操作。

五.效果

相关推荐
落魄大学生之流水线上谋生计2 天前
BLACK TIDE · 黑潮
ue5
曼巴UE510 天前
UE5 客户端 需要的网络同步概念总结(3 )-事件同步 RPC 以及三种调用方式
网络·c++·网络协议·学习·rpc·ue5
归真仙人13 天前
【UE项目迁移银河麒麟(Linux)局域网会话搜索失败排查】
ue5·ue4·vr·unreal engine·银河麒麟
fanfan_hongyun14 天前
UE5.1 应用InWebSocketClient-main 接收websocket信息
ue5
远离UE415 天前
Chaos、WFC 与 FJA 原理与区别笔记
ue5
平行云15 天前
3D应用推流太贵太慢?ImmerShare Lite:利用本地算力实现极简一键分享
unity·ue5·实时云渲染·云桌面·像素流·云游戏·串流
fanfan_hongyun16 天前
UE5.1 VaRest插件 读取json http请求
ue5
SpiderCodeJ16 天前
【UE5】- UE MCP :在UE5.8编辑器中内置链接Codex
ue5·codex·智能体·mcp
weixin_4046793120 天前
ue5 widget 之间的蓝图通讯
ue5
zr想努力20 天前
GAS学习(UE5自用)
学习·ue5