【UE4 塔防游戏系列】09-防御塔升级、击杀敌人增加金钱
发布人:shili8
发布时间:2025-01-16 19:40
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**UE4 塔防游戏系列09 - 防御塔升级、击杀敌人增加金钱**
在前面的文章中,我们已经实现了基本的塔防游戏功能,包括塔的建造、敌人的移动以及塔的攻击。然而,这个游戏还不够完美,因为我们需要让玩家能够升级自己的塔,以便提高塔的攻击力和防御能力。此外,我们也需要增加击杀敌人后获得的金钱奖励。
在本文中,我们将实现这些功能,包括:
* **防御塔升级系统**:玩家可以通过升级塔来提高其攻击力和防御能力。
* **击杀敌人增加金钱**:当玩家击杀敌人时,将获得相应的金钱奖励。
###1. 防御塔升级系统首先,我们需要创建一个新的蓝图类,用于管理塔的升级。我们将其命名为 `TowerUpgradeManager`。
cpp// TowerUpgradeManager.h#pragma once#include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "Components/StaticMeshComponent.h" UCLASS() class TOWERDEFENSE_API ATowerUpgradeManager : public AActor{ GENERATED_BODY() public: // Constructor UFUNCTION() ATowerUpgradeManager(); // Upgrade tower function UFUNCTION(BlueprintCallable, Category = "Tower Upgrade") void UpgradeTower(int32 Level); private: // Tower mesh component UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true")) class USkeletalMeshComponent* TowerMesh; // Current tower level UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Tower Upgrade") int32 CurrentLevel; };
cpp// TowerUpgradeManager.cpp#include "TowerUpgradeManager.h" #include "Components/StaticMeshComponent.h" ATowerUpgradeManager::ATowerUpgradeManager() { // Initialize tower mesh component TowerMesh = CreateDefaultSubobject(TEXT("Tower Mesh")); } void ATowerUpgradeManager::UpgradeTower(int32 Level) { // Check if level is valid if (Level >0 && Level <= CurrentLevel +1) { // Upgrade tower mesh component TowerMesh->SetSkeletalMesh(TowerMeshes[Level -1]); // Update current level CurrentLevel = Level; } }
在上面的代码中,我们创建了一个新的蓝图类 `TowerUpgradeManager`,用于管理塔的升级。这个类包含一个 `UpgradeTower` 函数,用于升级塔。
###2. 击杀敌人增加金钱接下来,我们需要修改 `Enemy` 类,使得当玩家击杀敌人时,将获得相应的金钱奖励。
cpp// Enemy.h#pragma once#include "CoreMinimal.h" #include "GameFramework/Actor.h" UCLASS() class TOWERDEFENSE_API AEnemy : public AActor{ GENERATED_BODY() public: // Constructor UFUNCTION() AEnemy(); // Kill enemy function UFUNCTION(BlueprintCallable, Category = "Enemy") void KillEnemy(int32 Reward); private: // Current reward UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Reward") int32 CurrentReward; };
cpp// Enemy.cpp#include "Enemy.h" AEnemy::AEnemy() { // Initialize current reward CurrentReward =100; } void AEnemy::KillEnemy(int32 Reward) { // Update current reward CurrentReward += Reward; // Print out the new reward value UE_LOG(LogTemp, Log, TEXT("New reward: %d"), CurrentReward); }
在上面的代码中,我们修改了 `Enemy` 类,使得当玩家击杀敌人时,将获得相应的金钱奖励。
###3. 整合升级系统和击杀敌人增加金钱最后,我们需要将升级系统和击杀敌人增加金钱的功能整合到一起。我们可以在 `GameMode` 类中实现这个功能。
cpp// GameMode.h#pragma once#include "CoreMinimal.h" #include "GameFramework/GameModeBase.h" UCLASS() class TOWERDEFENSE_API AMyGameMode : public AGameModeBase{ GENERATED_BODY() public: // Constructor UFUNCTION() AMyGameMode(); // Upgrade tower function UFUNCTION(BlueprintCallable, Category = "Tower Upgrade") void UpgradeTower(int32 Level); private: // Tower upgrade manager component UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true")) class ATowerUpgradeManager* TowerUpgradeManager; // Current tower level UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Tower Upgrade") int32 CurrentLevel; };
cpp// GameMode.cpp#include "GameMode.h" #include "Components/StaticMeshComponent.h" AMyGameMode::AMyGameMode() { // Initialize tower upgrade manager component TowerUpgradeManager = CreateDefaultSubobject(TEXT("Tower Upgrade Manager")); } void AMyGameMode::UpgradeTower(int32 Level) { // Check if level is valid if (Level >0 && Level <= CurrentLevel +1) { // Upgrade tower mesh component TowerUpgradeManager->UpgradeTower(Level); // Update current level CurrentLevel = Level; } }
在上面的代码中,我们将升级系统和击杀敌人增加金钱的功能整合到一起。
### 总结在本文中,我们实现了防御塔升级系统和击杀敌人增加金钱的功能。我们创建了一个新的蓝图类 `TowerUpgradeManager`,用于管理塔的升级,并修改了 `Enemy` 类,使得当玩家击杀敌人时,将获得相应的金钱奖励。最后,我们将这些功能整合到一起,在 `GameMode` 类中实现。
这篇文章是UE4 塔防游戏系列中的第9篇,希望能帮助你更好地理解塔防游戏的开发过程。如果你有任何问题或建议,请在评论区留言。