创建空项目,做如下设置:
复制到如下目录:
创建基于Pawn的C++类
在PacmanPawn.h中添加属性
添加该类的蓝图类并添加FloatingPawnMovement以及Sphere组件
打开如下选项并选择sphere
设置材质
添加StaticMesh组件,并设置Static Mesh
把第一个StaticMesh的visible属性设置为false
改变大小
新建GameMode蓝图类
放置Camera
添加定制事件
实现该蓝图
设置游戏模式
绑定碰撞函数
实现Tick与SetDirection函数
新建Player Controller C++类并取名为PacmanController.h
PacmanController.h中添加属性
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "PacmanPawn.h"
#include "PacmanController.generated.h"
/**
*
*/
UCLASS()
class PACMAN_API APacmanController : public APlayerController
{
GENERATED_BODY()
protected:
void SetupInputComponent() override;
APacmanPawn* GetPacmanPawn() const;
public:
void MoveUp();
void MoveDown();
void MoveLeft();
void MoveRight();
};
Player Controller Class设置为PacmanController,这样在C++类中就能获取到场景中Actor
设置完以上后,在PacmanController.cpp中GetPawn就可以得到场景中的Pawn
添加输入
添加输入绑定
实现绑定的函数:
void APacmanController::MoveDown()
{
if (GetPacmanPawn() != nullptr) {
GetPacmanPawn()->SetDirection(FVector::DownVector);
}
}
void APacmanController::MoveLeft()
{
if (GetPacmanPawn() != nullptr) {
GetPacmanPawn()->SetDirection(FVector::LeftVector);
}
}
void APacmanController::MoveRight()
{
if (GetPacmanPawn() != nullptr) {
GetPacmanPawn()->SetDirection(FVector::RightVector);
}
}
在游戏开始设置Frozen状态
之所以能调用SetFrozen函数是因为:
添加继承自Actor的C++类Foodie
Foodie.h添加如下属性
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Kismet/GameplayStatics.h"
#include "Sound/SoundCue.h"
#include "Foodie.generated.h"
UENUM(BlueprintType)
enum class EFoodieType : uint8 {
Regula,
PowerUp
};
//创建委托,用于事件的触发
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FFoodieEatenEvent, EFoodieType, FoodieType);
UCLASS()
class PACMAN_API AFoodie : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AFoodie();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
void Consume();
UPROPERTY(EditAnywhere)
EFoodieType FoodieType = EFoodieType::Regula;
UPROPERTY(BlueprintAssignable, BlueprintCallable)
FFoodieEatenEvent FoodieEatenEvent;
private:
UPROPERTY(EditAnywhere)
USoundCue* ConsumptionSound;
};
编译并设置属性
添加StaticMesh并设置属性
实现Foodie的Consume函数
在PacmanPawn.cpp中实现碰撞函数
在Foodie_Regula_BP中添加Tag
接下来把Foodie_Regular_BP放在地图上:
添加敌人Pawn C++类
EnemyPawn.h中添加属性
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "EnemyPawn.generated.h"
UENUM(BlueprintType)
enum class EEnemyState : uint8 {
Default,
Idle
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FEnemyStateChangedEventIn, EEnemyState, NewStata);
UCLASS()
class PACMAN_API AEnemyPawn : public APawn
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
EEnemyState State = EEnemyState::Default;
UFUNCTION(BlueprintCallable)
void Hunt();
UFUNCTION(BlueprintCallable)
void Idle();
FEnemyStateChangedEventIn& OnStateChanged() { return StateChangedEventIn; }
private:
UPROPERTY(BlueprintAssignable, BlueprintCallable)
FEnemyStateChangedEventIn StateChangedEventIn;
;
};
EnemyPawn.cpp中实现:
// Fill out your copyright notice in the Description page of Project Settings.
#include "EnemyPawn.h"
void AEnemyPawn::Hunt()
{
State = EEnemyState::Default;
StateChangedEventIn.Broadcast(State);
}
void AEnemyPawn::Idle()
{
State = EEnemyState::Idle ;
StateChangedEventIn.Broadcast(State);
}
添加该类的蓝图类
在蓝图类中进行设置
添加两个Static Mesh
设置Mesh和Material
设置碰撞
设置物理属性的Gravity属性
设置另外一个Static Mesh
设置碰撞:
设置第一个StaticMesh visible为false
设置第二个StaticMesh的重力属性
添加AIController变量:
在Enemy_BP中添加函数并实现:
需要注意的是这个事件需要添加参数
添加碰撞函数
实现碰撞函数
新建Foodie蓝图类
打开并设置属性
添加StaticMes并设置属性
绑定事件并添加函数
添加变量并分别设置速度大小
添加设置速度函数并实现:
实现Eaten函数
添加到地图中
设置生效时间:
运行截图
完善功能,添加瞬移功能
添加基类为Actor的C++类,并取名为TeleporterActor
TeleporterActor.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "TeleporterActor.generated.h"
class USoundCue;
UCLASS()
class PACMAN_API ATeleporterActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ATeleporterActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
void TeleportToTarget(AActor* Actor);
UPROPERTY(EditAnywhere)
ATeleporterActor* Target = nullptr;
UPROPERTY(EditAnywhere)
USoundCue* TeleportSound;
UFUNCTION()
void OnOverlapBegin(AActor* TeleporterActor, AActor* OtherActor);
};
TeleporterActor.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "TeleporterActor.h"
#include "Engine/Public/TimerManager.h"
#include "Kismet/GameplayStatics.h"
#include "Sound/SoundCue.h"
#include "Components/SceneComponent.h"
// Sets default values
ATeleporterActor::ATeleporterActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ATeleporterActor::BeginPlay()
{
Super::BeginPlay();
OnActorBeginOverlap.AddDynamic(this, &ATeleporterActor::OnOverlapBegin);
}
// Called every frame
void ATeleporterActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ATeleporterActor::TeleportToTarget(AActor* Actor)
{
UE_LOG(LogTemp, Warning, TEXT("cOLLISION"));
USceneComponent* TargetSpawn = Cast<USceneComponent>(Target->GetDefaultSubobjectByName("Spawn"));
if (TargetSpawn != nullptr)
{
UE_LOG(LogTemp, Warning, TEXT("Spawn is not null"));
UGameplayStatics::PlaySound2D(this, TeleportSound);
Actor->SetActorLocation(TargetSpawn->GetComponentLocation());
}
else
{
UE_LOG(LogTemp, Warning, TEXT("Spawn is null"));
}
}
void ATeleporterActor::OnOverlapBegin(AActor* TeleporterActor, AActor* OtherActor)
{
if (OtherActor->ActorHasTag("Pacman"))
{
//下一帧调用
GetWorldTimerManager().SetTimerForNextTick([OtherActor, this]() {TeleportToTarget(OtherActor); });
}
}
添加该类的蓝图类
做如下设置:
改名之后这里就可以得到这个组件:
放入关卡中,并设置Target:
游戏已经完成,在以上两个位置可以实现穿越的功能。