UEC++:HUD
发布人:shili8
发布时间:2024-12-29 10:45
阅读次数:0
**UEC++:HUD**
在游戏开发中,HUD(Head-Up Display)是指在游戏界面上显示的重要信息,如生命值、金币数等。UEC++提供了一个简单易用的HUD系统,让你可以轻松地创建和管理自己的HUD。
###1. HUD类首先,我们需要定义一个HUD类来存储和管理HUD相关的数据。
cpp// HUD.h#pragma once#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
UCLASS()
class UECPPROJECT_API UHUD : public AActor{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "HUD")
void SetHealth(float Health);
UFUNCTION(BlueprintCallable, Category = "HUD")
float GetHealth() const;
UFUNCTION(BlueprintCallable, Category = "HUD")
void SetGold(int Gold);
UFUNCTION(BlueprintCallable, Category = "HUD")
int GetGold() const;
protected:
virtual void BeginPlay() override;
private:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HUD")
float Health;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HUD")
int Gold;
};
cpp// HUD.cpp#include "HUD.h"
void UHUD::SetHealth(float Health)
{
this->Health = Health;
}
float UHUD::GetHealth() const{
return Health;
}
void UHUD::SetGold(int Gold)
{
this->Gold = Gold;
}
int UHUD::GetGold() const{
return Gold;
}
void UHUD::BeginPlay()
{
Super::BeginPlay();
}
###2. HUD蓝图接下来,我们需要在蓝图中创建一个HUD类的实例,并将其添加到游戏界面上。
cpp// MyBlueprint.h#pragma once#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
UCLASS()
class UECPPROJECT_API AMyBlueprint : public AActor{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "HUD")
void CreateHUD();
protected:
virtual void BeginPlay() override;
private:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HUD")
TSubclassOf HUDClass;
};
cpp// MyBlueprint.cpp#include "MyBlueprint.h"
void AMyBlueprint::CreateHUD()
{
// 创建HUD类的实例 UHUD* HUD = NewObject(this);
// 将HUD添加到游戏界面上 AddActorToScene(HUD);
}
void AMyBlueprint::BeginPlay()
{
Super::BeginPlay();
// 在开始播放时创建HUD CreateHUD();
}
###3. HUD显示最后,我们需要在HUD类中实现显示HUD相关信息的逻辑。
cpp// HUD.h (添加) UFUNCTION(BlueprintCallable, Category = "HUD") void ShowHealth(); UFUNCTION(BlueprintCallable, Category = "HUD") void ShowGold();
cpp// HUD.cpp (添加)
void UHUD::ShowHealth()
{
// 显示生命值 GEngine->AddOnScreenDebugMessage(0,5.0f, FColor::Red, FString::Printf(TEXT("Health: %f"), Health));
}
void UHUD::ShowGold()
{
// 显示金币数 GEngine->AddOnScreenDebugMessage(1,5.0f, FColor::Yellow, FString::Printf(TEXT("Gold: %d"), Gold));
}
cpp// MyBlueprint.h (添加) UFUNCTION(BlueprintCallable, Category = "HUD") void ShowHUD();
cpp// MyBlueprint.cpp (添加)
void AMyBlueprint::ShowHUD()
{
// 在HUD类中显示HUD相关信息 HUD->ShowHealth();
HUD->ShowGold();
}
### 总结在本文中,我们创建了一个简单的HUD系统,包括HUD类、HUD蓝图和HUD显示逻辑。通过使用UEC++的API,我们可以轻松地创建和管理自己的HUD,并将其添加到游戏界面上。

