UE5 C++ 跑酷游戏练习 Part1

2024-06-19 00:20
文章标签 c++ 游戏 练习 跑酷 ue5 part1

本文主要是介绍UE5 C++ 跑酷游戏练习 Part1,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

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 bindingsif (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) {//JumpingEnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);//MovingEnhancedInputComponent->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 vectorconst 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 forwardconst 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 vectorconst 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 propertiesATurnBox();protected:// Called when the game starts or when spawnedvirtual void BeginPlay() override;public:	// Called every framevirtual 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 propertiesARunRoad();FTransform GetAttackToTransform(const FVector& MyLocation);
protected:// Called when the game starts or when spawnedvirtual void BeginPlay() override;public:	// Called every framevirtual 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。

这篇关于UE5 C++ 跑酷游戏练习 Part1的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!



http://www.chinasem.cn/article/1073482

相关文章

Windows下C++使用SQLitede的操作过程

《Windows下C++使用SQLitede的操作过程》本文介绍了Windows下C++使用SQLite的安装配置、CppSQLite库封装优势、核心功能(如数据库连接、事务管理)、跨平台支持及性能优... 目录Windows下C++使用SQLite1、安装2、代码示例CppSQLite:C++轻松操作SQ

C++中RAII资源获取即初始化

《C++中RAII资源获取即初始化》RAII通过构造/析构自动管理资源生命周期,确保安全释放,本文就来介绍一下C++中的RAII技术及其应用,具有一定的参考价值,感兴趣的可以了解一下... 目录一、核心原理与机制二、标准库中的RAII实现三、自定义RAII类设计原则四、常见应用场景1. 内存管理2. 文件操

C++中零拷贝的多种实现方式

《C++中零拷贝的多种实现方式》本文主要介绍了C++中零拷贝的实现示例,旨在在减少数据在内存中的不必要复制,从而提高程序性能、降低内存使用并减少CPU消耗,零拷贝技术通过多种方式实现,下面就来了解一下... 目录一、C++中零拷贝技术的核心概念二、std::string_view 简介三、std::stri

C++高效内存池实现减少动态分配开销的解决方案

《C++高效内存池实现减少动态分配开销的解决方案》C++动态内存分配存在系统调用开销、碎片化和锁竞争等性能问题,内存池通过预分配、分块管理和缓存复用解决这些问题,下面就来了解一下... 目录一、C++内存分配的性能挑战二、内存池技术的核心原理三、主流内存池实现:TCMalloc与Jemalloc1. TCM

Python实例题之pygame开发打飞机游戏实例代码

《Python实例题之pygame开发打飞机游戏实例代码》对于python的学习者,能够写出一个飞机大战的程序代码,是不是感觉到非常的开心,:本文主要介绍Python实例题之pygame开发打飞机... 目录题目pygame-aircraft-game使用 Pygame 开发的打飞机游戏脚本代码解释初始化部

C++ 函数 strftime 和时间格式示例详解

《C++函数strftime和时间格式示例详解》strftime是C/C++标准库中用于格式化日期和时间的函数,定义在ctime头文件中,它将tm结构体中的时间信息转换为指定格式的字符串,是处理... 目录C++ 函数 strftipythonme 详解一、函数原型二、功能描述三、格式字符串说明四、返回值五

C++作用域和标识符查找规则详解

《C++作用域和标识符查找规则详解》在C++中,作用域(Scope)和标识符查找(IdentifierLookup)是理解代码行为的重要概念,本文将详细介绍这些规则,并通过实例来说明它们的工作原理,需... 目录作用域标识符查找规则1. 普通查找(Ordinary Lookup)2. 限定查找(Qualif

C/C++ chrono简单使用场景示例详解

《C/C++chrono简单使用场景示例详解》:本文主要介绍C/C++chrono简单使用场景示例详解,本文通过实例代码给大家介绍的非常详细,对大家的学习或工作具有一定的参考借鉴价值,需要的朋友... 目录chrono使用场景举例1 输出格式化字符串chrono使用场景China编程举例1 输出格式化字符串示

C++/类与对象/默认成员函数@构造函数的用法

《C++/类与对象/默认成员函数@构造函数的用法》:本文主要介绍C++/类与对象/默认成员函数@构造函数的用法,具有很好的参考价值,希望对大家有所帮助,如有错误或未考虑完全的地方,望不吝赐教... 目录名词概念默认成员函数构造函数概念函数特征显示构造函数隐式构造函数总结名词概念默认构造函数:不用传参就可以

C++类和对象之默认成员函数的使用解读

《C++类和对象之默认成员函数的使用解读》:本文主要介绍C++类和对象之默认成员函数的使用方式,具有很好的参考价值,希望对大家有所帮助,如有错误或未考虑完全的地方,望不吝赐教... 目录一、默认成员函数有哪些二、各默认成员函数详解默认构造函数析构函数拷贝构造函数拷贝赋值运算符三、默认成员函数的注意事项总结一