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") TSubclassOfHUDClass; };
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。