UEC++常用代码

1.组件

1)静态网格体

UPROPERTY() 
class UStaticMeshComponent* Mesh;
//源文件
#include "Components/StaticMeshComponent.h"
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));

2)粒子组件

UPROPERTY()
class UParticleSystemComponent* MyParticle;
//源文件
#include "Particles/ParticleSystemComponent.h"
MyParticle = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MyParticle"));

3)音频组件

UPROPERTY()
class UAudioComponent* MyAudio;
//源文件
#include "Components/AudioComponent.h"
MyAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("MyAudio"));

 4)碰撞盒子组件

UPROPERTY()
class UBoxComponent* MyBox;
//源文件
#include "Components/BoxComponent.h"
MyBox = CreateDefaultSubobject<UBoxComponent>(TEXT("MyBox"));
MyBox->SetBoxExtent(FVector(1000.0f, 1000.0f, 100.0f));

5)球形碰撞

UPROPERTY()
USphereComponent* CollisionComponent;
//源文件
#include "Components/SphereComponent.h"
// 用球体进行简单的碰撞展示。
CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
// 设置球体的碰撞半径。
CollisionComponent->InitSphereRadius(15.0f);

 6)发射物移动组件

// 发射物移动组件。
UPROPERTY(VisibleAnywhere, Category = Movement)
UProjectileMovementComponent* ProjectileMovementComponent;
//源文件
#include "GameFramework/ProjectileMovementComponent.h"
 // 使用此组件驱动发射物的移动。
    ProjectileMovementComponent = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovementComponent"));
    //更新组件(参数)的位置,通常是更新actor根组件的位置
    ProjectileMovementComponent->SetUpdatedComponent(CollisionComponent);
    //发射物初始速度
    ProjectileMovementComponent->InitialSpeed = 3000.0f;
    //发射物最高速度
    ProjectileMovementComponent->MaxSpeed = 3000.0f;
    //发射物的选择在每一帧进行更新
    ProjectileMovementComponent->bRotationFollowsVelocity = true;
    //设置反弹
    ProjectileMovementComponent->bShouldBounce = true;
    //反弹系数
    ProjectileMovementComponent->Bounciness = 0.3f;
    //发射物重量
    ProjectileMovementComponent->ProjectileGravityScale = 0.0f;

7)弹簧臂

UPROPERTY()
class USpringArmComponent* SpringArmComp;
//源文件
#include "GameFramework/SpringArmComponent.h"
SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArmComponent"));


//为SpringArm类的变量赋值。
SpringArmComp->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 50.0f), FRotator(-60.0f, 0.0f, 0.0f));
SpringArmComp->TargetArmLength = 400.f;
SpringArmComp->bEnableCameraLag = true;
SpringArmComp->CameraLagSpeed = 3.0f

8)1.相机组件

UPROPERTY()
class UCameraComponent* CameraComp;
//源文件
 #include "Camera/CameraComponent.h"
CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
CameraComp->SetupAttachment(SpringArmComp,USpringArmComponent::SocketName);

2.修改相机视野大小

// Called every frame
void ASCharacter::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	//目标视角面积
	float TargetFov = bWantToZoom ? ZoomedFOV : DefaultsFOV;
	//当前视野面积:当前视野,目标视野,帧数,速度
	float NewFOV = FMath::FInterpTo(CameraComp->FieldOfView, TargetFov, DeltaTime, ZoomInterpSpeed);
	//设置摄像机当前的视角面积
	CameraComp->SetFieldOfView(NewFOV);

}

 9) 推力组件

UPROPERTY()
class UPhysicsThrusterComponent* UpThruster;
//源文件
#include "PhysicsEngine/PhysicsThrusterComponent.h"
#include "Kismet/KismetMathLibrary.h"
UpThruster = CreateDefaultSubobject<UPhysicsThrusterComponent>(TEXT("UpThruster"));
	UpThruster->SetupAttachment(RootComponent);
	UpThruster->ThrustStrength =  980.0f;
	UpThruster->SetAutoActivate(true);
	//x轴指向无人机下方
	UpThruster->SetWorldRotation(UKismetMathLibrary::MakeRotFromX(-this->GetActorUpVector()))

 10)根组件的设置

RootComponent = Mesh

11)绑定根组件和插槽

Paddle1->SetupAttachment(Mesh)

Paddle1->SetupAttachment(Mesh, TEXT("Paddle1"));

12)得到胶囊体

#include "Components/CapsuleComponent.h"
GetCapsuleComponent()

13)移动组件

#include "GameFrameWork/CharacterMovementComponent.h"

//设置最大行走速度
GetCharacterMovement()->MaxWalkSpeed = 300;

14)骨骼网格组件

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
class USkeletalMeshComponent * MeshComponent;

#include "Components/SkeletalMeshComponent.h"

MeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("MeshComponent"));

15)辐射力组件

//辐射力组件
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
	class URadialForceComponent * RadialForceComp;

#include "PhysicsEngine/RadialForceComponent.h"
//构造函数
RadialForceComp = CreateDefaultSubobject<URadialForceComponent>(TEXT("RadialForceComp"));
RadialForceComp->bImpulseVelChange = true;
RadialForceComp->bIgnoreOwningActor = true;
RadialForceComp->bAutoActivate = false;
RadialForceComp->SetupAttachment(RootComponent);


//其他函数里面

//范围力起作用
RadialForceComp->FireImpulse();

2.特效

1)在某个位置生成粒子特效

UPROPERTY()
UParticleSystem * Emitter_Projectile;
//源文件
#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), Emitter_Projectile, this->GetTransform());


//项目中又遇到了一次
//生成特效在命中点
//ImpactEffect:特效 ImpactPoint:打击点 Rotation():打击方向
if (ImpactEffect)
{
   UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactEffect, Hit.ImpactPoint, Hit.ImpactNormal.Rotation());
}

 2-1)生成声音base

//发射声音
UPROPERTY(EditAnywhere)
class USoundBase * FireSound;
//源文件
#include "Kismet/GamePlayStatics.h"
UGameplayStatics::PlaySoundAtLocation(this, FireSound, this->GetActorLocation(), 2.0f);

 2-2)生成声音 cue

	//自爆警告声音特效
	UPROPERTY(EditDefaultsOnly, Category = "TracerBot")
	class USoundCue * SelfDestructSound;

	//爆炸特效
	UPROPERTY(EditDefaultsOnly, Category = "TracerBot")
	class USoundCue * ExploedSound;


    #include "Sound/SoundCue.h"

	//发生爆炸声,在actor的位置
	UGameplayStatics::PlaySoundAtLocation(this, ExploedSound, GetActorLocation());

	//将自爆警告声音绑定到根组件
	UGameplayStatics::SpawnSoundAttached(SelfDestructSound, RootComponent);

3)在组件槽点生成粒子特效

if (MuzzleEffect)
{
  //粒子特效,组件,组件的socket
  UGameplayStatics::SpawnEmitterAttached(MuzzleEffect, MeshComponent, MuzzleSocketName);
}

 

3.输入

1)限制组件类型

UPROPERTY()
TSubclassOf<AFloatingActor> floatingActor;//AFloatingActor是一个类型,这是一个例子

2)character前后左右移动 

void MoveX(float value);
void MoveY(float value);

//定义
void APacdotPlayer::MoveX(float value)
{
    //Vlocity是FVector类型
	Vlocity.X = value;
	Vlocity.Y = 0;

	//character自带的函数,我们把向量喂给他就可以了
	AddMovementInput(Vlocity);
}

void APacdotPlayer::MoveY(float value)
{
	Vlocity.X = 0;
	Vlocity.Y = value;
	AddMovementInput(Vlocity);
}

//绑定函数
void APacdotPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);
	PlayerInputComponent->BindAxis("MoveX", this, &APacdotPlayer::MoveX);
	PlayerInputComponent->BindAxis("MoveY", this, &APacdotPlayer::MoveY);
}

4.输出

1)float转string并打印


#include "Kismet/KismetSystemLibrary.h"
FString::SanitizeFloat(UpThruster->ThrustStrength);
UKismetSystemLibrary::PrintString(this,FString::SanitizeFloat(UpThruster->ThrustStrength));

2)生成Actor

//发射物种类
UPROPERTY(EditAnywhere)
TSubclassOf<class AMissle> Bullet;
//源文件
FTransform firepoint = Mesh->GetSocketTransform(TEXT("Fire"));
GetWorld()->SpawnActor<AMissle>(Bullet, firepoint);



//另一个项目
//生成参数
FActorSpawnParameters SpawnParams;
//参数设置
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
//抛射物对象,生成位置,方向,生成参数
GetWorld()->SpawnActor<AActor>(ProjectileClass, MuzzleLocation, EyeRotator, SpawnParams);

生成actor并绑定到骨骼组件的插槽上

#include "Engine/World.h"
#include "SWeapen.h"
#include "Components/SkeletalMeshComponent.h"	
//设置生成参数,当生成的actor碰到了其他物体,也要生成
	FActorSpawnParameters Parameters;
	Parameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
	//生成武器actor(类型、位置、方向、参数),并且其地址赋予到指针上
	CurrentWeapen = GetWorld()->SpawnActor<ASWeapen>(StartWeapen, FVector::ZeroVector, FRotator::ZeroRotator, Parameters);
	//设置武器的位置与骨骼的插槽中,并设置主人
	if (CurrentWeapen)
	{
		CurrentWeapen->SetOwner(this);
		CurrentWeapen->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale,WeaponAttachSoketName);
	}

5.工具

1)timer定时器

//添加一个句柄
FTimerHandle SpwanTimerHandle;

#include "Engine/public/TimerManager.h"
 
//要调用的函数
UFUNCTION()
void SpwanHandler();
//源文件
void AEnemySpawner::BeginPlay()
{
	Super::BeginPlay();
	GetWorld()->GetTimerManager().SetTimer(SpwanTimerHandle,this,&AEnemySpawner::SpwanHandler,2.0f,true);
	
}
//还有一种写法
GetWorldTimerManager().SetTimer(VulnerableTimerHandle, this, &APacdotEnermy::SetNormal, Time ,false);
//根据句柄得到对应计时器剩余时间
GetWorldTimerManager().GetTimerRemaining((*Iter)->VulnerableTimerHandle);
//清除对应计时器
GetWorldTimerManager().ClearTimer(VulnerableTimerHandle);

2)添加日志消息


#include "Engine/Engine.h"
check(GEngine != nullptr);
 
  // 显示调试消息五秒。 
  // 参数中的-1"键"值类型参数能防止该消息被更新或刷新。
//游戏启动时,StartPlay()将在屏幕上打印一条新的调试消息
//("Hello World, this is FPSGameModeBase!"),采用黄色文本,显示五秒钟。
  GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("Hello World, this is FPSGameMode!"));

3)向量

private:
	FVector Vlocity;

//构造函数里这个向量一定是要初始化的

Vlocity = FVector(0, 0, 0);

4)重启关卡

GetWorld()->GetFirstLocalPlayerFromController()->ConsoleCommand(TEXT("RestartLevel"));

5)弹道,碰到物体会返回对应的actor

        #include "Engine/World.h"

        //位置
		FVector EyeLocation;
		//方向
		FRotator EyeRotator;
		//得到眼睛的位置和角度
		MyOwner->GetActorEyesViewPoint(EyeLocation,EyeRotator);
		//弹道的终点就是起点+方向*10000
		FVector TraceEnd = EyeLocation + (EyeRotator.Vector() * 1000);
		//设置碰撞通道为可见性通道
		FCollisionQueryParams  QueryParams;
		//让射线忽略玩家和枪
		QueryParams.AddIgnoredActor(MyOwner);
		QueryParams.AddIgnoredActor(this);
		//符合追踪设为true,可以让射击更加精准
		QueryParams.bTraceComplex = true;
        //LineTraceSingleByChannel击中物体返回true
        GetWorld()->LineTraceSingleByChannel(Hit, EyeLocation, TraceEnd, ECC_Visibility, QueryParams)

6)debug弹道画线

#include "DrawDebugHelpers.h"

//方便debug
DrawDebugLine(GetWorld(), EyeLocation, TraceEnd, FColor::Red, false, 1, 0, 1);

7)造成点伤害

            //命中对象
			AActor * HitActor = Hit.GetActor();
			//造成点伤害ApplyPointDamage
			//参数分别为命中对象、基础伤害、射击方向、命中信息(命中句柄)、MyOwner->GetInstigatorController(暂时不了解)
			//this(射击者) 和伤害类型 
			UGameplayStatics::ApplyPointDamage(HitActor, 20, EyeRotator.Vector(), Hit,MyOwner->GetInstigatorController(),this, DamageType);

8)控制台变量

static int32 DebugWeaponDrawing = 0;
FAutoConsoleVariableRef CVARDebugWeaponDrawing(
	TEXT("COOP.DebugWeapons"),
	DebugWeaponDrawing,
	TEXT("Draw Debug Line For Weapons"),
	ECVF_Cheat

);

6.事件

1)重叠事件及其绑定

//OverlappedComponent:自身的重叠组件   OtherActor:重叠的对方  OtherComp:对方的组件
	UFUNCTION()
	void OverlapHanler(UPrimitiveComponent*  OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &  SweepResult);
//源文件
//启动overlap事件
Mesh->SetGenerateOverlapEvents(true);
//重叠事件与函数的绑定,this是自身,后面的是要绑定的函数
Mesh->OnComponentBeginOverlap.AddDynamic(this,&AMissle::OverlapHanler);

2)组件的函数绑定在owner的伤害事件 

void HandleTakeAnyDamage(AActor* DamagedActor, float Damage, const class UDamageType* DamageType, class AController* InstigatedBy, AActor* DamageCauser);

//源文件
void USHealthComponent::HandleTakeAnyDamage(AActor * DamagedActor, float Damage, const UDamageType * DamageType, AController * InstigatedBy, AActor * DamageCauser)
{
	//当前生命值<=0,就不做任何处理
	if (Health <= 0)
	{
		return;
	}
	//承受伤害
	Health = FMath::Clamp(Health - Damage, 0.0f, DefaultHealth);
	
}

// Called when the game starts
void USHealthComponent::BeginPlay()
{
	Super::BeginPlay();

	Health = DefaultHealth;
	
	AActor * Owner = GetOwner();
	//将该函数绑定在角色的受伤事件上
	if (Owner)
	{
		Owner->OnTakeAnyDamage.AddDynamic(this, &USHealthComponent::HandleTakeAnyDamage);
	}
}

3)自定义扣血事件

DECLARE_DYNAMIC_MULTICAST_DELEGATE_SixParams(FOnHealthChangedSignature, USHealthComponent*, HealthComp, float, Health, float, HealthDelta, const class UDamageType*, DamageType, class AController*, InstigatedBy, AActor*, DamageCauser);

//自定义事件的变量
UPROPERTY( BlueprintAssignable, Category = "HealthComponent")
FOnHealthChangedSignature OnHealthChanged;

//源文件
void USHealthComponent::HandleTakeAnyDamage(AActor * DamagedActor, float Damage, const UDamageType * DamageType, AController * InstigatedBy, AActor * DamageCauser)
{
	//当前生命值<=0,就不做任何处理
	if (Health <= 0)
	{
		return;
	}
	//承受伤害
	Health = FMath::Clamp(Health - Damage, 0.0f, DefaultHealth);
	UE_LOG(LogTemp, Log, TEXT("Health :%s"), *FString::SanitizeFloat(Health));
	//自定义事件
	OnHealthChanged.Broadcast(this, Health, Damage, DamageType, InstigatedBy, DamageCauser);
}

4)脱离玩家控制

//让玩家控制器与玩家角色分离,并让角色消失(3s)
		DetachFromControllerPendingDestroy();
		SetLifeSpan(3.0f);

7.UPROPERTY

1.EditAnywhere

2.VisibleAnywhere

3.Category

4.BlueprintReadWrite

5.VisibleAnywhere

8.UFUNCTION

1.BlueprintCallable 

2.BlueprintImplementableEvent 

3.BlueprintNativeEvent 

9.迭代器

1.模板迭代器

	//利用迭代,查找场景中有多少食物
    //TActorIterator<APacdot>是类型,PacItr是对象名,(GetWorld())构造函数参数表
    //上述就是简单的创建一个对象的过程
    //我认为PacItr是指向指针的指针,指向APacdot类型的指针
	for (TActorIterator<APacdot> PacItr(GetWorld()); PacItr; ++PacItr)
	{
		PacdotNum++;
	}
	//利用迭代,找到所有敌人
	for (TActorIterator<APacdotEnermy> EneItr(GetWorld()); EneItr; ++EneItr)
	{
		Enermis.Add(Cast<APacdotEnermy>(*EneItr));
	}

2.Iter迭代器

//auto 自动声明对象类型
for (auto Iter(Enermis.CreateIterator()); Iter; ++Iter)
  {
	Cast<AEnermyController>((*Iter)->GetController())->GoToNewDestination();
  }

10.得到游戏模式

//	APacmanGameModeBase 是游戏模式类的子类
class APacmanGameModeBase * ModeBaseRef;


#include "PacmanGameModeBase.h"
ModeBaseRef = Cast< APacmanGameModeBase>(UGameplayStatics::GetGameMode(this));

11.网络

1)复制成员变量

	//目前玩家手中的武器
	UPROPERTY(Replicated)
	class ASWeapen * CurrentWeapen1;


	//用于网络同步的函数
	void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;

void ASCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	//同步给所有的客户端和服务器
	DOREPLIFETIME(ASCharacter, CurrentWeapen1);
}

2)客户端向服务器端复制成员函数的执行内容

//让服务器端也执行开火
//Server服务器 Reliable一直连接 WithValidation 验证
UFUNCTION(Server, Reliable, WithValidation)
		void ServerFire();

//函数的实现
void ASWeapen::ServerFire_Implementation()
{
	Fire();
}

bool ASWeapen::ServerFire_Validate()
{
	return true;
}

//在其他函数中调用
//如果不是服务器,就执行ServerFire(),服务器端就有响应
void ASWeapen::Fire()
{
	if (Role < ROLE_Authority)
	{
		ServerFire();
		
	}
    .........

3)服务器端向客户端复制成员函数的执行内容

//要共享的内容
USTRUCT()
struct FHitScanTrace
{
	GENERATED_BODY()
public:
	//弹道的目的坐标
	UPROPERTY()
	FVector_NetQuantize TraceTo;
	//子弹数目:为了让该结构体内容发生变化,结构体才被不断得被网络复制
	UPROPERTY()
	uint8 BrustCounter;

};

	//网络射击信息 (当HitScanTrace发生改变,就会激活OnRep_HitScanTrace)
	UPROPERTY(ReplicatedUsing = OnRep_HitScanTrace)
	FHitScanTrace HitScanTrace;

	//网络复制函数
	UFUNCTION()
	void OnRep_HitScanTrace();

	//复制网络射击信息
	void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;

//让客户端要做的事情
void ASWeapen::OnRep_HitScanTrace()
{
	//调用射击特效
	PlayFireEffects(HitScanTrace.TraceTo);
}

void ASWeapen::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	//同步给所有的客户端和服务器(DOREPLIFETIME_CONDITION不用同步给自己)
	DOREPLIFETIME_CONDITION(ASWeapen, HitScanTrace,COND_SkipOwner);
}

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