UE4 C++ ActionRoguelike开发记录_BBBourne的博客-程序员秘密

技术标签: UE4  ue4  

目录

角色类:SCharacter

设置摄像机

弹簧臂和摄像机设置

设置人物移动和动作绑定

移动与朝向:MoveForward/MoveRight、Turn/LoopUp

为人物绑定设置子弹类:SpawnProjectile适配器类

设置攻击动画以及攻击特效

普通攻击

黑洞攻击

闪现攻击

为角色添加属性组件:USAttributeComponent

为角色添加交互组件接口:USInteractionComponent* InteractionComp;

子弹类:SProejctileBase

胶囊碰撞体:USphereComponent* SphereComp;

子弹移动组件:UProjectileMovementComponent* MoveComp;

粒子系统组件(平A效果):UParticleSystemComponent* EffectComp;

粒子系统组件(爆炸效果):UParticleSystem* ImpactVFX;

子弹爆炸音效组件:USoundCue* ImpactSound;

?子弹播放声音组件:UAudioComponent* AudioComp;

子弹击中画面震动效果:TSubclassOf ImpactShake;

碰撞事件&爆炸(虚函数):void Explode();(BlueprintNativeEvent)

普通攻击:SMagicProjectile

设置并重写OnActorOverlap逻辑:

设置子弹伤害:DamageAmount

闪现:SDashProjectile

重写BeginPlay:设置子弹存活时间

重写爆炸逻辑Explode_Implementation

实现闪现传送效果:TeleportInstigator

设置定时器:FTimerHandle

黑洞攻击(蓝图):Proj_BlackHole

径向力Force Strength

可影响物体Object Types to Affect

吸进黑洞后要杀掉物体:

接口类:USGameplayInterface

USInteractionComponent

世界中的物体

爆炸油桶:ASExplosiveBarrel

设置StaticMesh,径向力

初始化Actor组件(添加碰撞事件)

宝箱(实现交互接口):ASItemChest

血包(实现交互接口):ASPowerupActor

血包有很多种,因此接口实现逻辑由子类实现:

吃掉后隐藏血包(计时器):

血包子类:ASPowerup_HealthPotion

UI:Widget

十字准星

创建Widget并设置:

游戏开始时添加到屏幕上

人物血条、Credits、游戏进行时间:Main_HUD

血条

Credits:

游戏进行时间:

AI

UE中的AI系统

行为树:

添加导航网格体:NavMeshBoundsVolume​编辑

游戏AI角色:SAICharacter

游戏AI控制器:SAIController

设置行为树

为SAICharacter设置控制器

游戏AI逻辑-范围内攻击:USBTService_CheckAttackRange(UBTService)

范围查询逻辑

在行为树添加此Service

游戏AI范围内攻击任务结点:USBTTask_RangedAttack

AI朝向玩家:Set default focus

环境查询系统:

创建EQS

在玩家周围半径内设置EQS生成移动目的地

AI死亡


角色类:SCharacter

设置摄像机

弹簧臂和摄像机设置

	UPROPERTY(VisibleAnywhere)
	USpringArmComponent* SpringArmComp;

	UPROPERTY(VisibleAnywhere)
	UCameraComponent* CameraComp;

在构造函数中创建这两个类,并设置依赖关系:

弹簧臂附着在RootComponent,摄像机附着在弹簧臂上

	SpringArmComp = CreateDefaultSubobject<USpringArmComponent>("SpringArmComp");
	SpringArmComp->bUsePawnControlRotation = true;
	SpringArmComp->SetupAttachment(RootComponent);

	CameraComp = CreateDefaultSubobject<UCameraComponent>("CameraComp");
	CameraComp->SetupAttachment(SpringArmComp);

    GetCharacterMovement()->bOrientRotationToMovement = true;
	bUseControllerRotationYaw = false;

注意 bUseControllerRotationYaw =false;其效果为:

bUseControllerRotationYaw=true;

bUseControllerRotationYaw=false; 

应该设置为false, 

同时注意GetCharacterMovement()->bOrientRotationToMovement = true;

GetCharacterMovement()->bOrientRotationToMovement = false;如下

 GetCharacterMovement()->bOrientRotationToMovement = true;如下

类似黑暗之魂这种第三人称的移动朝向方式。

设置人物移动和动作绑定

void ASCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	PlayerInputComponent->BindAxis("MoveForward", this, &ASCharacter::MoveForward);
	PlayerInputComponent->BindAxis("MoveRight", this, &ASCharacter::MoveRight);

	PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
	PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);

	PlayerInputComponent->BindAction("PrimaryAttack", IE_Pressed, this, &ASCharacter::PrimaryAttack);
	// Used generic name 'SecondaryAttack' for binding
	PlayerInputComponent->BindAction("SecondaryAttack", IE_Pressed, this, &ASCharacter::BlackHoleAttack);
	PlayerInputComponent->BindAction("Dash", IE_Pressed, this, &ASCharacter::Dash);
	PlayerInputComponent->BindAction("PrimaryInteract", IE_Pressed, this, &ASCharacter::PrimaryInteract);

	PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
}

移动与朝向:MoveForward/MoveRight、Turn/LoopUp

void ASCharacter::MoveForward(float Value)
{
	FRotator ControlRot = GetControlRotation();
	ControlRot.Pitch = 0.0f;
	ControlRot.Roll = 0.0f;

	AddMovementInput(ControlRot.Vector(), Value);
}


void ASCharacter::MoveRight(float Value)
{
	FRotator ControlRot = GetControlRotation();
	ControlRot.Pitch = 0.0f;
	ControlRot.Roll = 0.0f;

	// X = Forward (Red)
	// Y = Right (Green)
	// Z = Up (Blue)

	FVector RightVector = FRotationMatrix(ControlRot).GetScaledAxis(EAxis::Y);

	AddMovementInput(RightVector, Value);
}

 其中Turn和LookUp绑定的函数是由APawn中已经写好的内容。

&APawn::AddControllerYawInput
&APawn::AddControllerPitchInput

这里附上Yaw、Roll、Pitch的内容,结合代码理解:

UE是左手坐标系:拇指X,食指Y,中指Z(中指向上摆放)
X:Roll翻滚角
Y:Pitch俯仰角
Z:Yaw偏航角

动图:

1.俯仰:(Pitch)

2.翻滚:(Roll)

3.偏航:(Yaw)

所以,MoveForward和MoveRight只与Yaw有关,控制偏航角度;Turn也和Yaw有关,控制偏航角度;而LoopUp与Pitch有关,控制上下移动视角。

为人物绑定设置子弹类:SpawnProjectile适配器类

  • 生成位置:手部Socket(HandLocation)
  • Actor生成:设置碰撞,instigator为角色自身
  • 碰撞预设:
  • 子弹轨迹:起点为手部,终点为十字准星方向
void ASCharacter::SpawnProjectile(TSubclassOf<AActor> ClassToSpawn)
{
	if (ensureAlways(ClassToSpawn))
	{
		FVector HandLocation = GetMesh()->GetSocketLocation(HandSocketName);

		FActorSpawnParameters SpawnParams;
		SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
		SpawnParams.Instigator = this;

		FCollisionShape Shape;
		Shape.SetSphere(20.0f);

		// Ignore Player
		FCollisionQueryParams Params;
		Params.AddIgnoredActor(this);

		FCollisionObjectQueryParams ObjParams;
		ObjParams.AddObjectTypesToQuery(ECC_WorldDynamic);
		ObjParams.AddObjectTypesToQuery(ECC_WorldStatic);
		ObjParams.AddObjectTypesToQuery(ECC_Pawn);

		FVector TraceStart = CameraComp->GetComponentLocation();

		// endpoint far into the look-at distance (not too far, still adjust somewhat towards crosshair on a miss)
		FVector TraceEnd = CameraComp->GetComponentLocation() + (GetControlRotation().Vector() * 5000);

		FHitResult Hit;
		// returns true if we got to a blocking hit
		if (GetWorld()->SweepSingleByObjectType(Hit, TraceStart, TraceEnd, FQuat::Identity, ObjParams, Shape, Params))
		{
			// Overwrite trace end with impact point in world
			TraceEnd = Hit.ImpactPoint;
		}

		// find new direction/rotation from Hand pointing to impact point in world.
		FRotator ProjRotation = FRotationMatrix::MakeFromX(TraceEnd - HandLocation).Rotator();

		FTransform SpawnTM = FTransform(ProjRotation, HandLocation);
		GetWorld()->SpawnActor<AActor>(ClassToSpawn, SpawnTM, SpawnParams);
	}
}

设置攻击动画以及攻击特效

void ASCharacter::StartAttackEffects()
{
	PlayAnimMontage(AttackAnim);

	UGameplayStatics::SpawnEmitterAttached(CastingEffect, GetMesh(), HandSocketName, FVector::ZeroVector, FRotator::ZeroRotator, EAttachLocation::SnapToTarget);
}

普通攻击

void ASCharacter::PrimaryAttack()
{
	StartAttackEffects();

	GetWorldTimerManager().SetTimer(TimerHandle_PrimaryAttack, this, &ASCharacter::PrimaryAttack_TimeElapsed, AttackAnimDelay);
}


void ASCharacter::PrimaryAttack_TimeElapsed()
{
	SpawnProjectile(ProjectileClass);
}

黑洞攻击

void ASCharacter::BlackHoleAttack()
{
	StartAttackEffects();

	GetWorldTimerManager().SetTimer(TimerHandle_BlackholeAttack, this, &ASCharacter::BlackholeAttack_TimeElapsed, AttackAnimDelay);
}


void ASCharacter::BlackholeAttack_TimeElapsed()
{
	SpawnProjectile(BlackHoleProjectileClass);
}

闪现攻击

void ASCharacter::Dash()
{
	StartAttackEffects();

	GetWorldTimerManager().SetTimer(TimerHandle_Dash, this, &ASCharacter::Dash_TimeElapsed, AttackAnimDelay);
}


void ASCharacter::Dash_TimeElapsed()
{
	SpawnProjectile(DashProjectileClass);
}

为角色添加属性组件:USAttributeComponent

为角色添加交互组件接口:USInteractionComponent* InteractionComp;

子弹类:SProejctileBase

ASProjectileBase::ASProjectileBase()
{
	SphereComp = CreateDefaultSubobject<USphereComponent>("SphereComp");
	SphereComp->SetCollisionProfileName("Projectile");
	SphereComp->OnComponentHit.AddDynamic(this, &ASProjectileBase::OnActorHit);
	RootComponent = SphereComp;

	EffectComp = CreateDefaultSubobject<UParticleSystemComponent>("EffectComp");
	EffectComp->SetupAttachment(RootComponent);

	AudioComp = CreateDefaultSubobject<UAudioComponent>("AudioComp");
	AudioComp->SetupAttachment(RootComponent);

	MoveComp = CreateDefaultSubobject<UProjectileMovementComponent>("ProjectileMoveComp");
	MoveComp->bRotationFollowsVelocity = true;
	MoveComp->bInitialVelocityInLocalSpace = true;
	MoveComp->ProjectileGravityScale = 0.0f;
	MoveComp->InitialSpeed = 8000;

	ImpactShakeInnerRadius = 0.0f;
	ImpactShakeOuterRadius = 1500.0f;

}

胶囊碰撞体:USphereComponent* SphereComp;

  • 设置名称
  • 设置碰撞预设
  • 设置碰撞触发事件
  • 将RootComponent设为碰撞体

子弹移动组件:UProjectileMovementComponent* MoveComp;

  • 初始化相关移动属性,比如速度

粒子系统组件(平A效果):UParticleSystemComponent* EffectComp;

在cpp中构造函数进行初始化,只需要设置名称与挂载RootComponent。

因为子弹效果必然要跟随着子弹,故需要附着在RootComponent上。

粒子系统组件(爆炸效果):UParticleSystem* ImpactVFX;

在编辑中设置。

因为爆炸效果只需要在碰撞点触发,故不需要附着在RootComponent上。

子弹爆炸音效组件:USoundCue* ImpactSound;

?子弹播放声音组件:UAudioComponent* AudioComp;

声音较小,在黑洞攻击时有体现

子弹击中画面震动效果:TSubclassOf<UCameraShakeBase> ImpactShake;

	UPROPERTY(EditDefaultsOnly, Category = "Effects|Shake")
	TSubclassOf<UCameraShakeBase> ImpactShake;

	UPROPERTY(EditDefaultsOnly, Category = "Effects|Shake")
	float ImpactShakeInnerRadius;

	UPROPERTY(EditDefaultsOnly, Category = "Effects|Shake")
	float ImpactShakeOuterRadius;

碰撞事件&爆炸(虚函数):void Explode();(BlueprintNativeEvent)

	// BlueprintNativeEvent = C++ base implementation, can be expanded in Blueprints
	// BlueprintCallable to allow child classes to trigger explosions
	// Not required for assignment, useful for expanding in Blueprint later on
	UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
	void Explode();

在cpp中实现逻辑:

  • 在爆炸处播放粒子特效ImpactVFX
  • 在爆炸处播放爆炸音效ImpactSound
  • 在爆炸处触发画面震动效果ImpactShake
void ASProjectileBase::OnActorHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
	Explode();
}
// _Implementation from it being marked as BlueprintNativeEvent
void ASProjectileBase::Explode_Implementation()
{
	// Check to make sure we aren't already being 'destroyed'
	// Adding ensure to see if we encounter this situation at all
	if (ensure(!IsPendingKill()))
	{
		UGameplayStatics::SpawnEmitterAtLocation(this, ImpactVFX, GetActorLocation(), GetActorRotation());

		UGameplayStatics::PlaySoundAtLocation(this, ImpactSound, GetActorLocation());

		UGameplayStatics::PlayWorldCameraShake(this, ImpactShake, GetActorLocation(), ImpactShakeInnerRadius, ImpactShakeOuterRadius);

		Destroy();
	}
}

普通攻击:SMagicProjectile

依赖于USAtrributeComponent,人物属性组件,因为要影响人物的血量

设置并重写OnActorOverlap逻辑:

构造函数初始化并设置碰撞体触发事件:

ASMagicProjectile::ASMagicProjectile()
{
	SphereComp->SetSphereRadius(20.0f);
	SphereComp->OnComponentBeginOverlap.AddDynamic(this, &ASMagicProjectile::OnActorOverlap);

	DamageAmount = 20.0f;
}

重写事件逻辑:

  • 更改属性组件AttributeComp(HP)数值
  • 不能伤害自身:OtherActor != GetInstigator()
void ASMagicProjectile::OnActorOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
	if (OtherActor && OtherActor != GetInstigator())
	{
		USAttributeComponent* AttributeComp = Cast<USAttributeComponent>(OtherActor->GetComponentByClass(USAttributeComponent::StaticClass()));
		if (AttributeComp)
		{
			// minus in front of DamageAmount to apply the change as damage, not healing
			AttributeComp->ApplyHealthChange(GetInstigator(), -DamageAmount);
			
			// Only explode when we hit something valid
			Explode();
		}
	}
}

设置子弹伤害:DamageAmount

闪现:SDashProjectile

重写BeginPlay:设置子弹存活时间

void ASDashProjectile::BeginPlay()
{
	Super::BeginPlay();

	GetWorldTimerManager().SetTimer(TimerHandle_DelayedDetonate, this, &ASDashProjectile::Explode, DetonateDelay);
}

从Begin之后,DetonateDelay秒之后,调用一次ASDashProjectile。

虚幻引擎中的Gameplay定时器 | 虚幻引擎5.0文档 (unrealengine.com)

重写爆炸逻辑Explode_Implementation

  • 清除计时器
  • 爆炸依然播放粒子效果
  • 爆炸后取消粒子效果
  • 爆炸后子弹立即停止移动
  • 爆炸后子弹立即取消碰撞
  • 重新设置定时器,计时触发传送
void ASDashProjectile::Explode_Implementation()
{
	// Clear timer if the Explode was already called through another source like OnActorHit
	GetWorldTimerManager().ClearTimer(TimerHandle_DelayedDetonate);

	UGameplayStatics::SpawnEmitterAtLocation(this, ImpactVFX, GetActorLocation(), GetActorRotation());

	EffectComp->DeactivateSystem();

	MoveComp->StopMovementImmediately();
	SetActorEnableCollision(false);

	FTimerHandle TimerHandle_DelayedTeleport;
	GetWorldTimerManager().SetTimer(TimerHandle_DelayedTeleport, this, &ASDashProjectile::TeleportInstigator, TeleportDelay);

	// Skip base implementation as it will destroy actor (we need to stay alive a bit longer to finish the 2nd timer)
	//Super::Explode_Implementation();
}

实现闪现传送效果:TeleportInstigator

APawn* Instigator为人物本身,调用actor的TeleportTo函数实现传送AActor::TeleportTo | Unreal Engine Documentation

void ASDashProjectile::TeleportInstigator()
{
	AActor* ActorToTeleport = GetInstigator();
	if (ensure(ActorToTeleport))
	{
		// Keep instigator rotation or it may end up jarring
		ActorToTeleport->TeleportTo(GetActorLocation(), ActorToTeleport->GetActorRotation(), false, false);
	}
}

设置定时器:FTimerHandle

FTimerHandle TimerHandle_DelayedDetonate;

黑洞攻击(蓝图):Proj_BlackHole

由SProjectileBase继承而来,为蓝图。

添加了RadialForce径向力,并设置为负数,因为要实现一种黑洞的吸附能力

径向力Force Strength

可影响物体Object Types to Affect

要排除自身

吸进黑洞后要杀掉物体:

接口类:USGameplayInterface

USInteractionComponent

利用射线检测实现交互 

void ASCharacter::PrimaryInteract()
{
	if (InteractionComp)
	{
		InteractionComp->PrimaryInteract();
	}
}
void USInteractionComponent::PrimaryInteract()
{
	//碰撞预设
	FCollisionObjectQueryParams ObjectQueryParams;
	ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldDynamic);
	//获取自身
	AActor* MyOwner = GetOwner();

	//设置碰撞检测位置参数,从眼部开始
	FVector EyeLocation;
	FRotator EyeRotation;
	MyOwner->GetActorEyesViewPoint(EyeLocation, EyeRotation);
	
	FVector End = EyeLocation + (EyeRotation.Vector() * 1000);

	//FHitResult Hit;
	//bool bBlockingHit = GetWorld()->LineTraceSingleByObjectType(Hit, EyeLocation, End, ObjectQueryParams);

	TArray<FHitResult> Hits;

	float Radius = 30.f;
	//射线检测形状
	FCollisionShape Shape;
	Shape.SetSphere(Radius);

	bool bBlockingHit = GetWorld()->SweepMultiByObjectType(Hits, EyeLocation, End, FQuat::Identity, ObjectQueryParams, Shape);
	//射线颜色
	FColor LineColor = bBlockingHit ? FColor::Green : FColor::Red;

	for (FHitResult &Hit : Hits)
	{
		AActor* HitActor = Hit.GetActor();
		if (HitActor)
		{
			//执行击中物体所实现的接口
			if (HitActor->Implements<USGameplayInterface>())
			{
				APawn* MyPawn = Cast<APawn>(MyOwner);

				ISGameplayInterface::Execute_Interact(HitActor, MyPawn);
				break;
			}
		}

		DrawDebugSphere(GetWorld(), Hit.ImpactPoint, Radius, 32, LineColor, false, 2.0f);
	}

	DrawDebugLine(GetWorld(), EyeLocation, End, LineColor, false, 2.0f, 0, 2.0f);

}

世界中的物体

爆炸油桶:ASExplosiveBarrel

设置StaticMesh,径向力

ASExplosiveBarrel::ASExplosiveBarrel()
{
	MeshComp = CreateDefaultSubobject<UStaticMeshComponent>("MeshComp");
	MeshComp->SetSimulatePhysics(true);
	RootComponent = MeshComp;

	ForceComp = CreateDefaultSubobject<URadialForceComponent>("ForceComp");
	ForceComp->SetupAttachment(MeshComp);

	// Leaving this on applies small constant force via component 'tick' (Optional)
	ForceComp->SetAutoActivate(false);

	ForceComp->Radius = 750.0f;
	ForceComp->ImpulseStrength = 2500.0f; // Alternative: 200000.0 if bImpulseVelChange = false
	// Optional, ignores 'Mass' of other objects (if false, the impulse strength will be much higher to push most objects depending on Mass)
	ForceComp->bImpulseVelChange = true;

	// Optional, default constructor of component already adds 4 object types to affect, excluding WorldDynamic
	ForceComp->AddCollisionChannelToAffect(ECC_WorldDynamic);

	// Binding either in constructor or in PostInitializeComponents() below
	//MeshComp->OnComponentHit.AddDynamic(this, &ASExplosiveBarrel::OnActorHit);
}

初始化Actor组件(添加碰撞事件)

AActor::PostInitializeComponents | Unreal Engine Documentation

‎允许Actor在初始化所有组件后在C++端初始化自己,仅在游戏过程中调用‎ 

void ASExplosiveBarrel::PostInitializeComponents()
{
	// Don't forget to call parent function
	Super::PostInitializeComponents();

	MeshComp->OnComponentHit.AddDynamic(this, &ASExplosiveBarrel::OnActorHit);
}

 其实有效果的就是第一句:

void ASExplosiveBarrel::OnActorHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
	ForceComp->FireImpulse();

	UE_LOG(LogTemp, Log, TEXT("OnActorHit in Explosive Barrel"));

	// %s = string
	// %f = float
	// logs: "OtherActor: MyActor_1, at gametime: 124.4" 
	UE_LOG(LogTemp, Warning, TEXT("OtherActor: %s, at game time: %f"), *GetNameSafe(OtherActor), GetWorld()->TimeSeconds);

	FString CombinedString = FString::Printf(TEXT("Hit at location: %s"), *Hit.ImpactPoint.ToString());
	DrawDebugString(GetWorld(), Hit.ImpactPoint, CombinedString, nullptr, FColor::Green, 2.0f, true);
	
	// Detailed info on logging in ue4
	// https://nerivec.github.io/old-ue4-wiki/pages/logs-printing-messages-to-yourself-during-runtime.html

}

宝箱(实现交互接口):ASItemChest

 实现交互后,打开/关闭宝箱盖子 ,同时可以在蓝图中设置粒子效果

ASItemChest::ASItemChest()
{
	BaseMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("BaseMesh"));
	RootComponent = BaseMesh;

	LidMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LidMesh"));
	LidMesh->SetupAttachment(BaseMesh);

	TargetPitch = 110;
}


void ASItemChest::Interact_Implementation(APawn* InstigatorPawn)
{
	LidMesh->SetRelativeRotation(FRotator(TargetPitch, 0, 0));
}

在蓝图中的Class Settings里可以看到继承了接口:

实现交互开关宝箱、设置粒子效果

血包(实现交互接口):ASPowerupActor

老规矩,首先是简单的构造函数中的初始化

ASPowerupActor::ASPowerupActor()
{
	SphereComp = CreateDefaultSubobject<USphereComponent>("SphereComp");
	SphereComp->SetCollisionProfileName("Powerup");
	RootComponent = SphereComp;

	RespawnTime = 10.0f;
}

血包有很多种,因此接口实现逻辑由子类实现:

void ASPowerupActor::Interact_Implementation(APawn* InstigatorPawn)
{
	// logic in derived classes...
}

吃掉后隐藏血包(计时器):

void ASPowerupActor::HideAndCooldownPowerup()
{
	SetPowerupState(false);

	GetWorldTimerManager().SetTimer(TimerHandle_RespawnTimer, this, &ASPowerupActor::ShowPowerup, RespawnTime);
}

void ASPowerupActor::SetPowerupState(bool bNewIsActive)
{
	SetActorEnableCollision(bNewIsActive);

	// Set visibility on root and all children
	RootComponent->SetVisibility(bNewIsActive, true);
}

血包子类:ASPowerup_HealthPotion

void ASPowerup_HealthPotion::Interact_Implementation(APawn* InstigatorPawn)
{
	if (!ensure(InstigatorPawn))
	{
		return;
	}

	USAttributeComponent* AttributeComp = USAttributeComponent::GetAttributes(InstigatorPawn);
	// Check if not already at max health
	if (ensure(AttributeComp) && !AttributeComp->IsFullHealth())
	{
		// Only activate if healed successfully
		if (AttributeComp->ApplyHealthChange(this, AttributeComp->GetHealthMax()))
		{
			HideAndCooldownPowerup();
		}
	}
}

UI:Widget

十字准星

创建Widget并设置:

游戏开始时添加到屏幕上

create widget:

人物血条、Credits、游戏进行时间:Main_HUD

血条

创建对应组件UI

为text绑定health事件

Credits:

游戏进行时间:

AI

UE中的AI系统

  • Navigation Mesh:AI寻路,可达区域
  • Behavior Tree:行为树,AI的大脑
  • Blackboard:AI数据存储
  • Environment Query System:空间查询
  • PawnSensing&AIPerception:感知
  • Debug相关

行为树:

设置黑板 

添加导航网格体:NavMeshBoundsVolume

游戏AI角色:SAICharacter

游戏AI控制器:SAIController

设置行为树

class UBehaviorTree;

/**
 * 
 */
UCLASS()
class ACTIONROGUELIKE_API ASAIController : public AAIController
{
	GENERATED_BODY()
	
protected:

	UPROPERTY(EditDefaultsOnly, Category = "AI")
	UBehaviorTree* BehaviorTree;

	virtual void BeginPlay() override;
};
void ASAIController::BeginPlay()
{
	Super::BeginPlay();

	if (ensureMsgf(BehaviorTree, TEXT("Behavior Tree is nullptr! Please assign BehaviorTree in your AI Controller.")))
	{
		RunBehaviorTree(BehaviorTree);
	}

// 	APawn* MyPawn = UGameplayStatics::GetPlayerPawn(this, 0);
// 	if (MyPawn)
// 	{
// 		GetBlackboardComponent()->SetValueAsVector("MoveToLocation", MyPawn->GetActorLocation());
// 
// 		GetBlackboardComponent()->SetValueAsObject("TargetActor", MyPawn);
// 	}
}

 

为SAICharacter设置控制器

游戏AI逻辑-范围内攻击:USBTService_CheckAttackRange(UBTService)

范围查询逻辑

  • 检查AI与玩家的距离
  • LineOfSightTo:true if controller's pawn can see Other actor
  • 在黑板中添加对应key值,通过C++逻辑设置bool值:BlackBoardComp->SetValueAsBool(AttackRangeKey.SelectedKeyName, (bWithinRange && bHasLOS));

逻辑为:当且仅当:

  • AI距离玩家小于MaxAttackRange时
  • AI能够看见玩家时 

为真。 

void USBTService_CheckAttackRange::TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
	Super::TickNode(OwnerComp, NodeMemory, DeltaSeconds);

	// Check distance between ai pawn and target actor
	UBlackboardComponent* BlackBoardComp = OwnerComp.GetBlackboardComponent();
	if (ensure(BlackBoardComp))
	{
		AActor* TargetActor = Cast<AActor>(BlackBoardComp->GetValueAsObject("TargetActor"));
		if (TargetActor)
		{
			AAIController* MyController = OwnerComp.GetAIOwner();

			APawn* AIPawn = MyController->GetPawn();
			if (ensure(AIPawn))
			{
				float DistanceTo = FVector::Distance(TargetActor->GetActorLocation(), AIPawn->GetActorLocation());

				bool bWithinRange = DistanceTo < MaxAttackRange;

				bool bHasLOS = false;
				if (bWithinRange)
				{
					bHasLOS = MyController->LineOfSightTo(TargetActor);
				}

				BlackBoardComp->SetValueAsBool(AttackRangeKey.SelectedKeyName, (bWithinRange && bHasLOS));
			}
		}
	}
}

在行为树添加此Service

CheckAttackRange后,会首先进入WithinAttackRange?,若条件为真,则AI执行攻击;若条件为假,则AI向玩家移动,直到到达攻击范围内;

游戏AI范围内攻击任务结点:USBTTask_RangedAttack

AI朝向玩家:Set default focus

环境查询系统:

创建EQS

图中蓝色球体为未选中移动目标,绿色球体为已被选择的目标,AI会对EQS所查询的目标进行移动 

随机选取一个位置让AI移动

在玩家周围半径内设置EQS生成移动目的地

AI死亡

void ASAICharacter::OnHealthChanged(AActor* InstigatorActor, USAttributeComponent* OwningComp, float NewHealth, float Delta)
{
	if (Delta < 0.0f)
	{
		if (InstigatorActor != this)
		{
			SetTargetActor(InstigatorActor);
		}

		if (ActiveHealthBar == nullptr)
		{
			ActiveHealthBar = CreateWidget<USWorldUserWidget>(GetWorld(), HealthBarWidgetClass);
			if (ActiveHealthBar)
			{
				ActiveHealthBar->AttachedActor = this;
				ActiveHealthBar->AddToViewport();
			}
		}

		GetMesh()->SetScalarParameterValueOnMaterials(TimeToHitParamName, GetWorld()->TimeSeconds);

		if (NewHealth <= 0.0f)
		{
			// stop BT
			AAIController* AIC = Cast<AAIController>(GetController());
			if (AIC)
			{
				AIC->GetBrainComponent()->StopLogic("Killed");
			}

			// ragdoll
			GetMesh()->SetAllBodiesSimulatePhysics(true);
			GetMesh()->SetCollisionProfileName("Ragdoll");

			// set lifespan
			SetLifeSpan(10.0f);
		}
	}
}

版权声明:本文为博主原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接和本声明。
本文链接:https://blog.csdn.net/Jason6620/article/details/126376051

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