本文主要是介绍虚幻四Gameplay Ability System入门(10)-地爆天星!TargetActor Tick,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
既然神罗天征都做了,那索性把地爆天星也给做了吧。
这里做几个小改动,首先就是将TargetActor的启动方式从Instant改为User Confirm。流程就变为1.start targeting 2.玩家confirm 3.结束targeting并传输数据
第二是给Actor加上tick,因为目标追踪本身是一个Actor,那么它自然可以拥有心跳(tick)。我们期望在玩家确认前可以随时调整技能的释放位置。
其它就是一些技能特效和逻辑的小改动。
先看看最终的效果吧(图片太大了放不进去)
TargetActor
首先还是创建TargetActor派生类,命名为AbilityChibakuTenseiTargetActor。
头文件中和之前做了些改动,需要重写Tick函数。新增了两个Actor对象,一个是用来显示技能释放的位置,这个位置会在Tick当中更新;一个用来作为技能效果,也就是视频中中心的那个球。还多了一个函数,用来获取角色的视线与地面碰撞的位置。
UCLASS()
class GAS_LEARN_API AAbilityChibakuTenseiTargetActor : public AGameplayAbilityTargetActor
{GENERATED_BODY()public:AAbilityChibakuTenseiTargetActor();virtual void StartTargeting(UGameplayAbility* Ability) override;virtual void ConfirmTargetingAndContinue() override;virtual void Tick(float DeltaSeconds) override;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Ability Settings", meta=(ExposeOnSpawn = true))float Radius;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Ability Settings", meta=(ExposeOnSpawn = true))TSubclassOf<AActor> ConePointClass;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Ability Settings", meta=(ExposeOnSpawn = true))TSubclassOf<AActor> MeteorClass;// Get Player Looking Point VectorUFUNCTION(BlueprintCallable, Category="Chikabu Tensei")bool GetPlayerLookingPoint(FVector& LookingPoint);protected:UPROPERTY()AActor* ConePoint;UPROPERTY()AActor* Meteor;
};
构造函数中需要让Actor拥有心跳,所以需要让bCanEverTick=true
AAbilityChibakuTenseiTargetActor::AAbilityChibakuTenseiTargetActor()
{PrimaryActorTick.bCanEverTick = true;}
在开始追踪目标后,创建Actor ConePoint用来表示技能的释放位置。
void AAbilityChibakuTenseiTargetActor::StartTargeting(UGameplayAbility* Ability)
{OwningAbility = Ability;MasterPC = Cast<APlayerController>(Ability->GetOwningActorFromActorInfo()->GetInstigatorController());SourceActor = Ability->GetOwningActorFromActorInfo();ConePoint = GetWorld()->SpawnActor<AActor>(ConePointClass, FVector::ZeroVector, FRotator::ZeroRotator);
}
GetPlayerLookingPoint用来获取视线与地面的碰撞点:
- 通过PlayerController→GetPlayerViewPoint(ViewVector, ViewRotation)可以获取角色的视线方向和位置。当然,这里可以通过获取Character的Camera的位置和方向来替代这个函数。
- 然后通过GetWorld()->LineTraceSingleByChannel从角色视线方向发射一道射线,检测碰撞位置。
- 发生碰撞后,LookingPoint = HitResult.ImpactPoint就可以得到视线位置。
bool AAbilityChibakuTenseiTargetActor::GetPlayerLookingPoint(FVector& LookingPoint)
{// Get Player View Vector and View RotationFVector ViewVector;FRotator ViewRotation;if(MasterPC)MasterPC->GetPlayerViewPoint(ViewVector, ViewRotation);FCollisionQueryParams QueryParams;QueryParams.bTraceComplex = false;if(SourceActor){QueryParams.AddIgnoredActor(SourceActor->GetUniqueID());}FHitResult HitResult;bool TryTrace = GetWorld()->LineTraceSingleByChannel(HitResult,ViewVector,ViewVector + ViewRotation.Vector()*10000.0f,ECollisionChannel::ECC_Visibility,QueryParams);if(TryTrace){LookingPoint = HitResult.ImpactPoint;}else{LookingPoint = FVector::ZeroVector;}return TryTrace;
}
在Tick函数中,首先获取LookLocation,然后更新ConePoint的位置为视线看向的位置。
void AAbilityChibakuTenseiTargetActor::Tick(float DeltaSeconds)
{Super::Tick(DeltaSeconds);FVector LookLocation;GetPlayerLookingPoint(LookLocation);ConePoint->SetActorLocation(LookLocation);
}
ConfirmTargetingAndContinue函数基本和上一篇文章里的一样。
唯一的区别就是碰撞检测完成后生成一个代表技能效果的火球Actor,然后也将球放入TargetData中。
void AAbilityChibakuTenseiTargetActor::ConfirmTargetingAndContinue()
{// ViewLocation是生成碰撞检测的位置FVector ViewLocation;GetPlayerLookingPoint(ViewLocation);TArray<FOverlapResult> OverlapResults;TArray<TWeakObjectPtr<AActor>> OverlapActors;FCollisionQueryParams QueryParams;QueryParams.bTraceComplex = false;QueryParams.bReturnPhysicalMaterial = false;if(SourceActor){QueryParams.AddIgnoredActor(SourceActor->GetUniqueID());}bool TryOverlap = GetWorld()->OverlapMultiByObjectType(OverlapResults,ViewLocation,FQuat::Identity,FCollisionObjectQueryParams(ECC_Pawn),FCollisionShape::MakeSphere(Radius),QueryParams);if(TryOverlap){for(FOverlapResult& OverlapResult: OverlapResults){APawn* PawnOverlapped = Cast<APawn>(OverlapResult.Actor);if(PawnOverlapped){OverlapActors.AddUnique(PawnOverlapped);}}}FVector MeteorSpawnLocation = ConePoint->GetActorLocation();MeteorSpawnLocation += ConePoint->GetActorUpVector() * 100.0f;Meteor = GetWorld()->SpawnActor<AActor>(MeteorClass, MeteorSpawnLocation, ConePoint->GetActorRotation());ConePoint->Destroy();OverlapActors.Add(Meteor);FGameplayAbilityTargetDataHandle TargetData = StartLocation.MakeTargetDataHandleFromActors(OverlapActors);TargetDataReadyDelegate.Broadcast(TargetData);}
创建两个Actor,分别作为ConePoint和Meteor
这里效果不做任何要求,可以随自己喜欢。唯一需要注意的是注意设置Meteor生命周期,让它可以自动销毁。
Cone Point
Meteor
加了个粒子特效,需要设置生命周期为5.0s
角色蓝图
在角色蓝图中新建Custom Event,效果是在持续时间内让角色向着Target方向不断移动。
方法是设置一个Timer,在持续时间结束后销毁Timer Handler
这里的Push Timer是在Timer中起效果的事件。它的效果和之前的Push Character Event一样,向着球心施加一个Impluse。
Chibaku Tensei Ability
技能效果,其实我认为更好的方法是在BP_Meteor中添加一个Sphere Collision,每隔一段时间对在技能效果内的敌人造成一次GE的instant伤害,但是这次我为了方便就简单弄了,就是玩。
创建GA_ChibakuTensei,释放技能后启动之前实现的Target Actor Task
这里的数据设置要注意,我们选择技能范围为1000。ConePoint Class和Meteror Class为刚才创建的蓝图Actor
获取Data后,其中存储着发生碰撞的Actors和Meteor,Meteor是放在data array的最后一个位置中。向每个目标范围内的Character,启动刚才实现的Custom Event,然后应用技能效果。
其它包括播放动画,音效等等和上一篇文章的实现方法一样,我就不写了,相信你们!
测试
虚幻四-GAS系统实现地爆天星
GAS入门合集
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