目标:当鼠标左键一直按住时,角色会跟随鼠标移动
1.添加一些变量
Source/CC_Aura/Public/Player/CC_PlayerController.h
cpp
/*鼠标点击移动*/
#pragma region ClickToMove
private:
FVector CachedDestination = FVector::ZeroVector; //追击的目的地
float FollowTime = 0.f; //鼠标按住的时间
float ShortPressThreshold = 0.5f; //短按阈值
bool bAutoRunning =false; //是否自动追踪
bool bTargetting = false; //是否瞄准目标
UPROPERTY(EditDefaultsOnly, Category="CC|ClickToMove")
float AutoRunAcceptanceRadius = 50.f; //自动追踪到达目的地的半径后停止
UPROPERTY(VisibleAnywhere, Category="CC|ClickToMove")
TObjectPtr<USplineComponent> Spline; //样条曲线
#pragma endregion
构造函数添加样条曲线组件:
cpp
ACC_PlayerController::ACC_PlayerController()
{
bReplicates = true; //确保可复制
Spline = CreateDefaultSubobject<USplineComponent>("Spline");
}
2.当输入刚刚按住时,判断:
(1)是否是鼠标左键?
(2)鼠标左键按住的是不是敌人类?
(3)需不需要自动追踪?
cpp
/*开始按下*/
void ACC_PlayerController::AbilityInputTagPressed(FGameplayTag InputTag)
{
/*如果是鼠标左键*/
if (InputTag.MatchesTagExact(CC_GameplayTags::Input_LMB))
{
bTargetting = ThisActor ? true : false; //是否有敌人?
bAutoRunning = false; //短按,不需要自动追踪
}
}
3.在AbilityInputTagHold(FGameplayTag InputTag)函数中,先判断是不是鼠标左键,要是不是的,就正常触发技能:
cpp
/*保持*/
void ACC_PlayerController::AbilityInputTagHold(FGameplayTag InputTag)
{
/*如果不是鼠标左键*/
if (!InputTag.MatchesTagExact(CC_GameplayTags::Input_LMB))
{
if (GetCC_AbilitySystemComponent() == nullptr) return;
GetCC_AbilitySystemComponent()->AbilityInputTagHeld(InputTag);
return;
}
要是鼠标左键,则判断是不是敌人类:
cpp
/*如果是鼠标左键*/
if (bTargetting) //是敌人类
{
if (GetCC_AbilitySystemComponent() == nullptr) return;
GetCC_AbilitySystemComponent()->AbilityInputTagHeld(InputTag);
return;
}
不是敌人类,就跟随鼠标移动:
cpp
//非敌人类
FollowTime += GetWorld()->GetDeltaSeconds();
FHitResult Hit;
if (GetHitResultUnderCursor(ECC_Visibility, false, Hit))
{
CachedDestination = Hit.ImpactPoint;
}
if (APawn* ControlledPawn = GetPawn<APawn>())
{
const FVector WorldDirection = (CachedDestination - ControlledPawn->GetActorLocation()).GetSafeNormal();
ControlledPawn->AddMovementInput(WorldDirection);
}
其中:
cpp
if (GetHitResultUnderCursor(ECC_Visibility, false, Hit))
{
CachedDestination = Hit.ImpactPoint;
}
这段代码用于在Unreal Engine中实现鼠标点击位置检测功能。通过射线检测获取鼠标光标下的碰撞点坐标,并将该坐标存储为缓存目标位置。
cpp
UPROPERTY()
FVector_NetQuantize ImpactPoint;
用于存储碰撞检测中的实际接触点坐标
cpp
GetSafeNormal()
向量安全归一化方法实现,用于获取向量的单位向量同时避免除零错误
源码:
Source/CC_Aura/Public/Player/CC_PlayerController.h:
cpp
// 版权归陈超所有
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "CC_PlayerController.generated.h"
class USplineComponent;
class UCC_AbilitySystemComponent;
struct FGameplayTag;
class UDataAsset_InputConfig;
class ICC_EnemyInterface;
class UInputMappingContext;
class UInputAction;
/**
*
*/
UCLASS()
class CC_AURA_API ACC_PlayerController : public APlayerController
{
GENERATED_BODY()
public:
ACC_PlayerController();
virtual void PlayerTick(float DeltaTime) override;
protected:
virtual void BeginPlay() override;
UPROPERTY()
TObjectPtr<UCC_AbilitySystemComponent> CC_AbilitySystemComponent; //能力系统组件
UCC_AbilitySystemComponent* GetCC_AbilitySystemComponent();
/*鼠标追踪
* 1.高亮敌人类
*/
#pragma region CurserTrace
private:
//鼠标追踪变量
TScriptInterface<ICC_EnemyInterface> LastActor; //上一帧拾取的接口指针
TScriptInterface<ICC_EnemyInterface> ThisActor; //当前帧拾取的接口指针
void CurserTrace(); //鼠标追踪函数
#pragma endregion
/*输入设置
* 1.移动输入
* 2.能力输入
*/
#pragma region Inputs
protected:
virtual void SetupInputComponent() override;
private:
UPROPERTY(EditAnywhere, Category="CC|Input")
TObjectPtr<UDataAsset_InputConfig> DataAssetInputConfig;
void Move(const struct FInputActionValue& InputActionValue);
void AbilityInputTagPressed(FGameplayTag InputTag); //按下
void AbilityInputTagReleased(FGameplayTag InputTag); //结束
void AbilityInputTagHold(FGameplayTag InputTag); //持续
#pragma endregion
/*鼠标点击移动*/
#pragma region ClickToMove
private:
FVector CachedDestination = FVector::ZeroVector; //追击的目的地
float FollowTime = 0.f; //鼠标按住的时间
float ShortPressThreshold = 0.5f; //短按阈值
bool bAutoRunning =false; //是否自动追踪
bool bTargetting = false; //是否瞄准目标
UPROPERTY(EditDefaultsOnly, Category="CC|ClickToMove")
float AutoRunAcceptanceRadius = 50.f; //自动追踪到达目的地的半径后停止
UPROPERTY(VisibleAnywhere, Category="CC|ClickToMove")
TObjectPtr<USplineComponent> Spline; //样条曲线
#pragma endregion
};
Source/CC_Aura/Private/Player/CC_PlayerController.cpp:
cpp
// 版权归陈超所有
#include "Player/CC_PlayerController.h"
#include "AbilitySystemBlueprintLibrary.h"
#include "AbilitySystem/CC_AbilitySystemComponent.h"
#include "CC_GameplayTags.h"
#include "Components/SplineComponent.h"
#include "EnhancedInputSubsystems.h"
#include "EnhancedInputComponent.h"
#include "Input/CC_InputComponent.h"
#include "Interations/CC_EnemyInterface.h"
ACC_PlayerController::ACC_PlayerController()
{
bReplicates = true; //确保可复制
Spline = CreateDefaultSubobject<USplineComponent>("Spline");
}
void ACC_PlayerController::PlayerTick(float DeltaTime)
{
Super::PlayerTick(DeltaTime);
CurserTrace();
}
//鼠标位置追踪
void ACC_PlayerController::CurserTrace()
{
FHitResult CursorHit;
GetHitResultUnderCursor(ECC_Visibility, false, CursorHit); //获取可视的鼠标命中结果
if(!CursorHit.bBlockingHit) return; //如果未命中直接返回
LastActor = ThisActor;
ThisActor = CursorHit.GetActor();
/**
* 射线拾取后,会出现的几种情况
* 1. LastActor is null ThisActor is null 不需要任何操作
* 2. LastActor is null ThisActor is valid 高亮ThisActor
* 3. LastActor is valid ThisActor is null 取消高亮LastActor
* 4. LastActor is valid ThisActor is valid LastActor != ThisActor 取消高亮LastActor 高亮ThisActor
* 5. LastActor is valid ThisActor is valid LastActor == ThisActor 不需要任何操作
*/
if(LastActor == nullptr)
{
if(ThisActor != nullptr)
{
//case 2
ThisActor->HighlightActor();
} // else case 1
}
else
{
if(ThisActor == nullptr)
{
//case 3
LastActor->UnHighlightActor();
}
else
{
if(LastActor != ThisActor)
{
//case 4
LastActor->UnHighlightActor();
ThisActor->HighlightActor();
} //else case 5
}
}
}
void ACC_PlayerController::BeginPlay()
{
Super::BeginPlay();
//设置鼠标光标
bShowMouseCursor = true; //游戏中是否显示鼠标光标
DefaultMouseCursor = EMouseCursor::Default; //鼠标光标的样式
FInputModeGameAndUI InputModeData;
InputModeData.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock); //将鼠标锁定在视口内
InputModeData.SetHideCursorDuringCapture(false); //鼠标被捕获时是否隐藏
SetInputMode(InputModeData); //设置给控制器
}
UCC_AbilitySystemComponent* ACC_PlayerController::GetCC_AbilitySystemComponent()
{
if (CC_AbilitySystemComponent == nullptr)
{
UAbilitySystemComponent* AbilitySystemComponent = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(GetPawn<APawn>());
CC_AbilitySystemComponent = Cast<UCC_AbilitySystemComponent>(AbilitySystemComponent);
}
return CC_AbilitySystemComponent;
}
//设置输入组件函数(重载)
void ACC_PlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
checkf(DataAssetInputConfig,TEXT("DataAssetInputConfig 指针为空!"));
UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
if(Subsystem == nullptr) return;
//添加映射上下文
Subsystem->AddMappingContext(DataAssetInputConfig->DefaultMappingContext, 0);
UCC_InputComponent* CC_InputComponent = CastChecked<UCC_InputComponent>(InputComponent); //将InputComponent转换成增强输入组件
CC_InputComponent->BindInputAction(DataAssetInputConfig, CC_GameplayTags::Input_Move, ETriggerEvent::Triggered, this, &ThisClass::Move); //绑定移动事件
CC_InputComponent->BindAbilityAction(DataAssetInputConfig, this, &ThisClass::AbilityInputTagPressed, &ThisClass::AbilityInputTagReleased, &ThisClass::AbilityInputTagHold);
}
//移动事件的返回函数
void ACC_PlayerController::Move(const struct FInputActionValue& InputActionValue)
{
const FVector2D InputAxisVector = InputActionValue.Get<FVector2D>(); //获取输入操作的2维向量值
const FRotator Rotation = GetControlRotation(); //获取控制器旋转
const FRotator YawRotation(0.f, Rotation.Yaw, 0.f); //通过控制器的垂直朝向创建一个旋转值,忽略上下朝向和左右朝向
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); //获取向前的值(旋转矩阵)
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); //获取向右的值,-1到1
if(APawn* ControlledPawn = GetPawn<APawn>())
{
ControlledPawn->AddMovementInput(ForwardDirection, InputAxisVector.Y);
ControlledPawn->AddMovementInput(RightDirection, InputAxisVector.X);
}
}
/*开始按下*/
void ACC_PlayerController::AbilityInputTagPressed(FGameplayTag InputTag)
{
/*如果是鼠标左键*/
if (InputTag.MatchesTagExact(CC_GameplayTags::Input_LMB))
{
bTargetting = ThisActor ? true : false; //是否有敌人?
bAutoRunning = false; //不需要自动追踪
}
}
/*释放*/
void ACC_PlayerController::AbilityInputTagReleased(FGameplayTag InputTag)
{
if (GetCC_AbilitySystemComponent() == nullptr) return;
GetCC_AbilitySystemComponent()->AbilityInputTagReleased(InputTag);
}
/*保持*/
void ACC_PlayerController::AbilityInputTagHold(FGameplayTag InputTag)
{
/*如果不是鼠标左键*/
if (!InputTag.MatchesTagExact(CC_GameplayTags::Input_LMB))
{
if (GetCC_AbilitySystemComponent() == nullptr) return;
GetCC_AbilitySystemComponent()->AbilityInputTagHeld(InputTag);
return;
}
/*如果是鼠标左键*/
if (bTargetting) //是敌人类
{
if (GetCC_AbilitySystemComponent() == nullptr) return;
GetCC_AbilitySystemComponent()->AbilityInputTagHeld(InputTag);
return;
}
//非敌人类
FollowTime += GetWorld()->GetDeltaSeconds();
FHitResult Hit;
if (GetHitResultUnderCursor(ECC_Visibility, false, Hit))
{
CachedDestination = Hit.ImpactPoint;
}
if (APawn* ControlledPawn = GetPawn<APawn>())
{
const FVector WorldDirection = (CachedDestination - ControlledPawn->GetActorLocation()).GetSafeNormal();
ControlledPawn->AddMovementInput(WorldDirection);
}
}