做一个子弹&&伤害逻辑

本文详细介绍如何在UE4中创建子弹Actor,并实现其运动及碰撞后的伤害逻辑。包括组件添加、构造函数设置、委托使用等关键技术点。

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-运动的子弹就是给一个Actor加上一个速度
-伤害,点伤害

子弹

1.在头文件中添加组件

    /** Sphere collision component */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Projectile, meta = (AllowPrivateAccess = "true"))
        class UStaticMeshComponent* ProjectileMesh;

    /** Projectile movement component */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
        class UProjectileMovementComponent* ProjectileMovement;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
        class UCapsuleComponent* AmmoCapsuleCom;//碰撞

2.添加头文件

#include "Components/CapsuleComponent.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "UObject/ConstructorHelpers.h"
#include "Components/StaticMeshComponent.h"
#include "Engine/StaticMesh.h"
#include "Engine/World.h"

3.构造函数

    LeavesCapsuleCom = CreateDefaultSubobject<UCapsuleComponent>(TEXT("LeavesCapsule"));
    RootComponent = AmmoCapsuleCom;//设置根组件

    // Create mesh component for the projectile sphere
    static ConstructorHelpers::FObjectFinder<UStaticMesh> ProjectileMeshAsset(TEXT("/YourPath/YourMesh.YourMesh"));
    ProjectileMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ProjectileMesh0"));
    ProjectileMesh->SetStaticMesh(ProjectileMeshAsset.Object);
    ProjectileMesh->SetupAttachment(RootComponent);

    // Use a ProjectileMovementComponent to govern this projectile's movement
    ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovement0"));
    ProjectileMovement->bShouldBounce = false;//不反弹
    ProjectileMovement->ProjectileGravityScale = 0.f; // No gravity
    ProjectileMovement->Velocity = (FVector(0, 10000,0));//子弹的运动向量
    ProjectileMovement->InitialSpeed = 1000.f;//初始速度
    ProjectileMovement->MaxSpeed = 1000.f;//最大速度
    ProjectileMovement->UpdatedComponent = ProjectileMesh;//实时更新,如果不加这句话,那么子弹一定存在3s,无论是不是发生碰撞调用销毁方法
    InitialLifeSpan = 3.f;//设置子弹存在3s

现在生成子弹就可以运动啦!

伤害逻辑

需要调用委托

添加头文件

#include "GameFramework/DamageType.h"

1.头文件

    /** Function to handle the projectile hitting something */
    UFUNCTION()
        void ActorOnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);

    UPROPERTY(EditDefaultsOnly)
        TSubclassOf<UDamageType> DamageType;//伤害类型

    int ValueOfDamage;//伤害值

2.构造函数

    ProjectileMesh->OnComponentHit.AddDynamic(this, &AYourActor::ActorOnHit);//委托“AddDynamic”,进行动态监视,如果发生“OnComponentHit”,就调用ActorOnHit
    ValueOfDamage = 10;

3.实现

①申请伤害
void AYourActor::ActorOnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
    UGameplayStatics::ApplyPointDamage(OtherActor, ValueOfDamage, OtherActor->GetActorLocation(), Hit, nullptr, this, DamageType);
}
②接收伤害

头文件

    virtual float TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, class AActor* DamageCauser) override;//重载

实现

    float ARobot::TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, class AActor* DamageCauser)
{
    const float ActualDamage = Super::TakeDamage(Damage, DamageEvent, EventInstigator, DamageCauser);
    return ActualDamage;
}
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