上一篇文章中建立了一個網格體藍圖,裡面有觸發盒子,是以可以通過觸發盒子,是網格體的位置發生變化。
一、使用藍圖使網格體移動
- 在C++類中定義可以被藍圖調用的事件
UFUNCTION(BlueprintImplementableEvent, Category="FloorSwitch")
void riseDoor();
UFUNCTION(BlueprintImplementableEvent, Category = "FloorSwitch")
void lowerDoor();
- 在觸發事件中調用
void AFloorSwitch::onBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
UE_LOG(LogTemp, Warning, TEXT("AFloorSwitch::onBeginOverlap"));
riseDoor();
}
void AFloorSwitch::onEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
UE_LOG(LogTemp, Warning, TEXT("AFloorSwitch::onEndOverlap"));
lowerDoor();
}
- 在藍圖中使用這些事件
上面藍圖的意思是:riseDoos事件設定Door的場景位置,在原來位置的基礎上Z軸添加450,然後設定新的場景。
然後【運作】看一看到,當角色移動到觸發盒子的時候,前面的網格體就會上升450個機關
二、同時使用C++和藍圖使網格體移動
-
在藍圖中添加兩個時間軸,分别用來控制網格體移動的平滑過程
一個時間軸用來控制上升的門,一個用來下降的地闆
記得一定要勾選上【使用最後一個關鍵幀】,目的是:時間軸在兩個關鍵幀中間運作,而不會超過關鍵幀的範圍 - 繪制藍圖,并且可以調用C++中的事件和函數
- C++定義的事件和函數
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "FloorSwitch.generated.h"
UCLASS()
class FIRSTPROJECT_API AFloorSwitch : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AFloorSwitch();
//觸發盒子
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="FloorSwitch")
class UBoxComponent* traggerBox = nullptr;
//地闆開關
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "FloorSwitch")
class UStaticMeshComponent* floorSwitch = nullptr;
//門
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "FloorSwitch")
class UStaticMeshComponent* door = nullptr;
UFUNCTION()
void onBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult&SweepResult);
UFUNCTION()
void onEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent*OtherComp, int32 OtherBodyIndex);
UFUNCTION(BlueprintImplementableEvent, Category="FloorSwitch")
void riseDoor();
UFUNCTION(BlueprintImplementableEvent, Category = "FloorSwitch")
void lowerDoor();
//門的初始位置
UPROPERTY(BlueprintReadWrite, Category = "FloorSwitch")
FVector initDoorLocation;
//地闆開關的初始位置
UPROPERTY(BlueprintReadWrite, Category = "FloorSwitch")
FVector initFloorSwitchLocation;
UFUNCTION(BlueprintImplementableEvent, Category = "FloorSwitch")
void riseFloorSwitch();
UFUNCTION(BlueprintImplementableEvent, Category = "FloorSwitch")
void lowerFloorSwitch();
UFUNCTION(BlueprintCallable, Category="FloorSwitch")
void updateDoorLocation(float z);
UFUNCTION(BlueprintCallable, Category = "FloorSwitch")
void updateFloorSwitchLocation(float z);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "FloorSwitch.h"
#include "Components/BoxComponent.h"
// Sets default values
AFloorSwitch::AFloorSwitch() {
// 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;
traggerBox = CreateDefaultSubobject<UBoxComponent>(TEXT("TriggerBox"));
RootComponent = traggerBox;
traggerBox->SetCollisionEnabled(ECollisionEnabled::QueryOnly);//隻檢測碰撞事件
traggerBox->SetCollisionObjectType(ECC_WorldStatic);//設定對象類型
traggerBox->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);//忽略所有通道
traggerBox->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);//對Pawn類型開放事件重疊事件
traggerBox->SetBoxExtent(FVector(50.0, 50.0, 50.0));
floorSwitch = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("FloorSwitch"));
floorSwitch->SetupAttachment(GetRootComponent());
door = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Door"));
door->SetupAttachment(GetRootComponent());
}
void AFloorSwitch::onBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
UE_LOG(LogTemp, Warning, TEXT("AFloorSwitch::onBeginOverlap"));
riseDoor();
lowerFloorSwitch();
}
void AFloorSwitch::onEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {
UE_LOG(LogTemp, Warning, TEXT("AFloorSwitch::onEndOverlap"));
lowerDoor();
riseFloorSwitch();
}
void AFloorSwitch::updateDoorLocation(float z) {
FVector newLocation = initDoorLocation;
newLocation.Z += z;
door->SetWorldLocation(newLocation);
}
void AFloorSwitch::updateFloorSwitchLocation(float z) {
FVector newLocation = initFloorSwitchLocation;
newLocation.Z += z;
floorSwitch->SetWorldLocation(newLocation);
}
// Called when the game starts or when spawned
void AFloorSwitch::BeginPlay() {
Super::BeginPlay();
//綁定事件
traggerBox->OnComponentBeginOverlap.AddDynamic(this, &AFloorSwitch::onBeginOverlap);
traggerBox->OnComponentEndOverlap.AddDynamic(this, &AFloorSwitch::onEndOverlap);
initDoorLocation = door->GetComponentLocation();
initFloorSwitchLocation = floorSwitch->GetComponentLocation();
}
// Called every frame
void AFloorSwitch::Tick(float DeltaTime) {
Super::Tick(DeltaTime);
}
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