UE5 C++ 跑酷游戏练习 Part1

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。

cpp 复制代码
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。

cpp 复制代码
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。

cpp 复制代码
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。

cpp 复制代码
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。

cpp 复制代码
#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。

cpp 复制代码
// 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。

cpp 复制代码
#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。

cpp 复制代码
#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

cpp 复制代码
#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。

cpp 复制代码
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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