如何保护我做的网站模板,安徽建设局网站,深圳网站建设金瓷网络,品牌推广的目的一、给角色的武器添加弹药 1.创建界面#xff0c;根据笔记23的界面中添加 2.绑定界面控件 UPROPERTY(meta (Bindwidget))UTextBlock* WeaponAmmoAmount;UPROPERTY(meta (Bindwidget))UTextBlock* CarriedAmmoAmount; 3.添加武器类型枚举 3.1创建武器类型枚举头文件 3.2创建文…一、给角色的武器添加弹药 1.创建界面根据笔记23的界面中添加 2.绑定界面控件 UPROPERTY(meta (Bindwidget))UTextBlock* WeaponAmmoAmount;UPROPERTY(meta (Bindwidget))UTextBlock* CarriedAmmoAmount; 3.添加武器类型枚举 3.1创建武器类型枚举头文件 3.2创建文件时默认添加的路径是在Intermediate/ProjectFiles文件夹中通过#include 包含头文件时会找不到对应的头文件需要更改路径我是将所有武器类的C文件放到Weapon文件夹中所以我将武器类型头文件放到了Weapon文件夹中。 3.3创建枚举
#pragma onceUENUM(BlueprintType)
enum class EWeapoType : uint8
{EWT_AssaultRifle UMETA(DisplayName Assault Rifle),EWT_MAX UMETA(DisplayName DefaultMAX),
}; 3.4创建武器弹药数量捡起武器的声音 /*** 弹药数量 */UPROPERTY(EditAnywhere, ReplicatedUsing OnRep_Ammo)int32 Ammo;//弹药数量UFUNCTION()void OnRep_Ammo();UPROPERTY(EditAnywhere)int32 MagCapacity;//最大弹药数量void SpendRound();void SetHUDAmmo();UPROPERTY()class ABlasterCharacter* BlasterOwnerCharacter; // 当前持有武器的角色UPROPERTY()class ABlasterPlayerController* BlasterOwnerController; // 当前持有武器的角色控制器UPROPERTY()EWeapoType WeaponType;/*** 武器的声音*/UPROPERTY(EditAnywhere)class USoundCue* EquipSound;bool IsEmpty();
FORCEINLINE EWeapoType GetWeaponType() const { return WeaponType; }
FORCEINLINE int32 GetAmmo() const { return Ammo; }
FORCEINLINE int32 GetMagCapacity() const { return MagCapacity; }
bool AWeapon::IsEmpty()
{return Ammo 0;
}void AWeapon::OnRep_Ammo()
{//BlasterOwnerCharacter BlasterOwnerCharacter nullptr ? CastABlasterCharacter(GetOwner()) : BlasterOwnerCharacter;SetHUDAmmo();
}void AWeapon::SpendRound()
{Ammo FMath::Clamp(Ammo - 1,0,MagCapacity);SetHUDAmmo();
}void AWeapon::SetHUDAmmo()
{BlasterOwnerCharacter BlasterOwnerCharacter nullptr ? CastABlasterCharacter(GetOwner()) : BlasterOwnerCharacter;if (BlasterOwnerCharacter){BlasterOwnerController BlasterOwnerController nullptr ? CastABlasterPlayerController(BlasterOwnerCharacter-Controller) : BlasterOwnerController;if (BlasterOwnerController){BlasterOwnerController-SetHUDWeaponAmmo(Ammo);}}
} 3.5.因为新添加了两个显示弹药数量的地方所以给PlayerController添加设置界面的函数 void SetHUDWeaponAmmo(int32 Ammo);void SetHUDCarriedAmmo(int32 Ammo);
void ABlasterPlayerController::SetHUDWeaponAmmo(int32 Ammo)
{BlasterHUD BlasterHUD nullptr ? CastAABasterHUD(GetHUD()) : BlasterHUD;bool bHUDValid BlasterHUD BlasterHUD-CharacterOverlay BlasterHUD-CharacterOverlay-WeaponAmmoAmount;if (bHUDValid){FString AmmoText FString::Printf(TEXT(%d), Ammo); // FloorToInt 向下取整BlasterHUD-CharacterOverlay-WeaponAmmoAmount-SetText(FText::FromString(AmmoText));}
}void ABlasterPlayerController::SetHUDCarriedAmmo(int32 Ammo)
{BlasterHUD BlasterHUD nullptr ? CastAABasterHUD(GetHUD()) : BlasterHUD;bool bHUDValid BlasterHUD BlasterHUD-CharacterOverlay BlasterHUD-CharacterOverlay-CarriedAmmoAmount;if (bHUDValid){FString CarriedAmmoText FString::Printf(TEXT(%d), Ammo); // FloorToInt 向下取整BlasterHUD-CharacterOverlay-CarriedAmmoAmount-SetText(FText::FromString(CarriedAmmoText));}
} 3.6添加重新加载弹药功能当前武器弹药的数量播放换弹动画的功能 /* 换弹 */UFUNCTION(Server, Reliable)void ServerReload();/* 换弹 *//* 处理换弹 */void HandleReload();/* 处理换弹 *//** 重新加载弹药函数 */void Reload();/** 处理设置完成战斗状态 */UFUNCTION(BlueprintCallable)void FinishReloading();/** 计算重新加载弹药的数量 */int32 AmountToReload();//当前装备的武器弹药UPROPERTY(ReplicatedUsing OnRep_CarriedAmmo)int32 CarriedAmmo;UFUNCTION()void OnRep_CarriedAmmo();bool CanFire();// 是否可以开火函数UPROPERTY(ReplicatedUsing OnRep_CombatState)ECombatState CombatState ECombatState::ECS_Unoccupied;UFUNCTION()void OnRep_CombatState();void InitializeCarriedAmmo();TMapEWeapoType, int32 CarriedAmmoMap;
void UCombatComponent::OnRep_CarriedAmmo()
{Controller Controller nullptr ? CastABlasterPlayerController(Character-Controller) : Controller;if (Controller){Controller-SetHUDCarriedAmmo(CarriedAmmo);}
}bool UCombatComponent::CanFire()
{if (EquippedWeapon nullptr) return false;return !EquippedWeapon-IsEmpty() bCanFire CombatState ECombatState::ECS_Unoccupied;
}void UCombatComponent::OnRep_CombatState()
{switch (CombatState){case ECombatState::ECS_Reloading:HandleReload();break;case ECombatState::ECS_Unoccupied:if (bFireButtonPressed){Fire();}break;}
}void UCombatComponent::FinishReloading()
{if (Character nullptr) return;if (Character-HasAuthority()){CombatState ECombatState::ECS_Unoccupied;UpdateAmmoValues();}if (bFireButtonPressed){Fire();}
}void UCombatComponent::HandleReload()
{Character-PlayReloadMontage();
}void UCombatComponent::Reload()
{if (CarriedAmmo 0 CombatState ! ECombatState::ECS_Reloading){ServerReload();}
}void UCombatComponent::ServerReload_Implementation()
{if (Character nullptr || EquippedWeapon nullptr) return;CombatState ECombatState::ECS_Reloading;HandleReload();
}int32 UCombatComponent::AmountToReload()
{if (EquippedWeapon nullptr) return 0;int32 RoomInMag EquippedWeapon-GetMagCapacity() - EquippedWeapon-GetAmmo();if (CarriedAmmoMap.Contains(EquippedWeapon-GetWeaponType())){int32 AmountCarried CarriedAmmoMap[EquippedWeapon-GetWeaponType()];int32 Least FMath::Min(RoomInMag,AmountCarried);return FMath::Clamp(RoomInMag, 0, Least);}return 0;
}void UCombatComponent::InitializeCarriedAmmo() beginplay中调用需要检查HasAuthority()
{CarriedAmmoMap.Emplace(EWeapoType::EWT_AssaultRifle, StartingARAmmo);
} 3.7.在装备武器时调用
if (CarriedAmmoMap.Contains(EquippedWeapon-GetWeaponType())){CarriedAmmo CarriedAmmoMap[EquippedWeapon-GetWeaponType()];}Controller Controller nullptr ? CastABlasterPlayerController(Character-Controller) : Controller;if (Controller){Controller-SetHUDCarriedAmmo(CarriedAmmo);}if (EquippedWeapon-EquipSound){UGameplayStatics::PlaySoundAtLocation(this,EquippedWeapon-EquipSound,Character-GetActorLocation());}if (EquippedWeapon-IsEmpty()){Reload();} 3.8.蓝图设置