Aura源码分析:Aura Projectile

一、Aura Projectile

Source/Aura/Public/Actor/AuraProjectile.h:

// Copyright Druid Mechanics

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "AuraProjectile.generated.h"

class USphereComponent;
class UProjectileMovementComponent;

UCLASS()
class AURA_API AAuraProjectile : public AActor
{
	GENERATED_BODY()
	
public:	
	AAuraProjectile();

	UPROPERTY(VisibleAnywhere)
	TObjectPtr<UProjectileMovementComponent> ProjectileMovement;

protected:
	virtual void BeginPlay() override;

	UFUNCTION()
	void OnSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
private:

	UPROPERTY(VisibleAnywhere)
	TObjectPtr<USphereComponent> Sphere;
};

Source/Aura/Private/Actor/AuraProjectile.cpp:

/ Copyright Druid Mechanics


#include "Actor/AuraProjectile.h"

#include "Components/SphereComponent.h"
#include "GameFramework/ProjectileMovementComponent.h"

AAuraProjectile::AAuraProjectile()
{
	PrimaryActorTick.bCanEverTick = false;

	Sphere = CreateDefaultSubobject<USphereComponent>("Sphere");
	SetRootComponent(Sphere);
	Sphere->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
	Sphere->SetCollisionResponseToAllChannels(ECR_Ignore);
	Sphere->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
	Sphere->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
	Sphere->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);

	ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>("ProjectileMovement");
	ProjectileMovement->InitialSpeed = 550.f;
	ProjectileMovement->MaxSpeed = 550.f;
	ProjectileMovement->ProjectileGravityScale = 0.f;
}

void AAuraProjectile::BeginPlay()
{
	Super::BeginPlay();
	Sphere->OnComponentBeginOverlap.AddDynamic(this, &AAuraProjectile::OnSphereOverlap);
}

void AAuraProjectile::OnSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
	UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
	
}

 1. OnComponentBeginOverlap是虚幻引擎中一个非常核心和常用的事件,用于检测当一个物体的碰撞体开始与另一个物体的碰撞体相交的时刻。

OnComponentBeginOverlaphttps://blog.youkuaiyun.com/chenchaoNH/article/details/154939628?sharetype=blogdetail&sharerId=154939628&sharerefer=PC&sharesource=chenchaoNH&spm=1011.2480.3001.8118二、Aura Projectile Spell

Source/Aura/Public/AbilitySystem/Abilities/AuraProjectileSpell.h

Source/Aura/Private/AbilitySystem/Abilities/AuraProjectileSpell.cpp

HasAuthority:

HasAuthorityhttps://blog.youkuaiyun.com/chenchaoNH/article/details/154947289?sharetype=blogdetail&sharerId=154947289&sharerefer=PC&sharesource=chenchaoNH&spm=1011.2480.3001.8118GetAvatarActorFromActorInfo:

GetAvatarActorFromActorInfohttps://blog.youkuaiyun.com/chenchaoNH/article/details/154949856?sharetype=blogdetail&sharerId=154949856&sharerefer=PC&sharesource=chenchaoNH&spm=1011.2480.3001.8118GetWorld()->SpawnActorDeferred():

GetWorld()->SpawnActorDeferred()https://blog.youkuaiyun.com/chenchaoNH/article/details/154951781?sharetype=blogdetail&sharerId=154951781&sharerefer=PC&sharesource=chenchaoNH&spm=1011.2480.3001.8118

Source/Aura/Private/Actor/AuraProjectile.cpp

Source/Aura/Public/Interaction/CombatInterface.h

Source/Aura/Private/Interaction/CombatInterface.cpp

Source/Aura/Public/Character/AuraCharacterBase.h

Source/Aura/Private/Character/AuraCharacterBase.cpp

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