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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。

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