【UE4 C++】07-角色运动设置
发布人:shili8
发布时间:2024-11-18 12:02
阅读次数:0
**UE4 C++07-角色运动设置**
在 UE4 中,角色运动是游戏中最基本也是最重要的方面之一。通过设置合适的运动参数,我们可以让角色更自然、更流畅地移动。在本文中,我们将介绍如何使用 C++ 在 UE4 中设置角色运动。
**1. 创建角色类**
首先,我们需要创建一个角色类来存储我们的运动参数。我们可以在 UE4 的 Content Browser 中右键点击,选择 "C++ Class",然后输入类名,如下所示:
cpp// MyCharacter.h#pragma once#include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "GameFramework/Character.h" UCLASS() class MYGAME_API AMyCharacter : public ACharacter{ GENERATED_BODY() public: // Constructor AMyCharacter(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; public: // Called every frame virtual void Tick(float DeltaTime) override; };
cpp// MyCharacter.cpp#include "MyCharacter.h" AMyCharacter::AMyCharacter() { // Set this character to call Tick on every frame. You can change this to call every n seconds. PrimaryActorTick.bCanEverTick = true; // Set up movement parameters MovementParameters = FMovementParameters(); } void AMyCharacter::BeginPlay() { Super::BeginPlay(); // Initialize movement parameters MovementParameters.MaxWalkSpeed =500.0f; MovementParameters.MaxRunSpeed =1000.0f; MovementParameters.AccelerationRate =5.0f; MovementParameters.BrakingDecelerationRate =10.0f; } void AMyCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); // Update movement parameters if (MovementParameters.MaxWalkSpeed >0.0f) { // Update walk speed WalkSpeed = MovementParameters.MaxWalkSpeed * DeltaTime; // Update run speed RunSpeed = MovementParameters.MaxRunSpeed * DeltaTime; } }
**2. 设置运动参数**
在上面的代码中,我们已经设置了基本的运动参数,如最大行走速度、最大跑步速度、加速率和减速率。这些参数可以根据游戏需求进行调整。
cpp// MovementParameters.h#pragma once#include "CoreMinimal.h" USTRUCT() struct MYGAME_API FMovementParameters{ GENERATED_BODY() public: // Maximum walk speed (in cm/s) UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement") float MaxWalkSpeed; // Maximum run speed (in cm/s) UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement") float MaxRunSpeed; // Acceleration rate (in cm/s^2) UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement") float AccelerationRate; // Braking deceleration rate (in cm/s^2) UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement") float BrakingDecelerationRate; };
**3. 使用运动参数**
在游戏中,我们可以使用这些运动参数来控制角色移动。例如,我们可以根据角色类型设置不同的运动参数,如下所示:
cpp// CharacterTypes.h#pragma once#include "CoreMinimal.h" UENUM() enum class ECharacterType : uint8{ // Default character type DEFAULT, // Fast character type FAST, // Heavy character type HEAVY, }; // Character movement parameters based on character typeUMovementParameters = FMovementParameters(); switch (CharacterType) { case ECharacterType::DEFAULT: MovementParameters.MaxWalkSpeed =500.0f; MovementParameters.MaxRunSpeed =1000.0f; break; case ECharacterType::FAST: MovementParameters.MaxWalkSpeed =750.0f; MovementParameters.MaxRunSpeed =1500.0f; break; case ECharacterType::HEAVY: MovementParameters.MaxWalkSpeed =250.0f; MovementParameters.MaxRunSpeed =500.0f; break; }
通过设置合适的运动参数,我们可以让角色更自然、更流畅地移动。在 UE4 中,角色运动是游戏中最基本也是最重要的方面之一。通过使用 C++ 在 UE4 中设置角色运动,我们可以创建更加真实和吸引人的游戏体验。