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一.3Dwidget
1.创建C++ Userwidget的 MyHealthWidget,声明当前血量和最大血量
UCLASS()
class PRACTICEC_API UMyHealthWidget : public UUserWidget
{GENERATED_BODY()
public:UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = "MyWidget")float CurrentHealth = 100.0f;UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = "MyWidget")float MaxHealth = 100.0f; //可以给默认值};
2.创建UMG的蓝图,ClassSetting里 继承 MyHealthWidget.
3.
二.渲染到屏幕
在Charactor的构造函数中,构建子组件。并且静态加载UMG类。设置位置,屏幕,大小等。
UWidgetComponent* MyWidgetHealth;
MyWidgetHealth = CreateDefaultSubobject<UWidgetComponent>(TEXT("MyWidgetComponent"));MyWidgetHealth->SetupAttachment(RootComponent);static ConstructorHelpers::FClassFinder<UUserWidget>WidgetClass(TEXT("/Script/UMGEditor.WidgetBlueprint'/Game/UMG_Health.UMG_Health_C'")); //静态加载MyWidgetHealth->SetWidgetClass(WidgetClass.Class);MyWidgetHealth->SetRelativeLocation(FVector(0,0,100)); MyWidgetHealth->SetWidgetSpace(EWidgetSpace::Screen); // 输出到屏幕MyWidgetHealth->SetDrawSize(FVector2D(400,20));
三.碰撞伤害
1.在Actor 添加头文件 和 碰撞函数
#include "Kismet/GameplayStatics.h" //Aplaydamage 函数库里的头文件
#include "MyCharacter.h" //后面用于转化
UFUNCTION()void BeginOverlapFunction(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);UFUNCTION()void EndOverlapFunction( UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); //四个参数// FComponentEndOverlapSignature, UPrimitiveComponent, OnComponentEndOverlap, UPrimitiveComponent*, OverlappedComponent, AActor*, OtherActor, UPrimitiveComponent*, OtherComp, int32, OtherBodyIndex
2.在CPP里实现 ,如果人物刚碰撞 ApplyDamage();
void AMyActor::BeginOverlapFunction(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{AMyCharacter* MyCharacter = Cast<AMyCharacter>(OtherActor); //转换if (MyCharacter){UGameplayStatics::ApplyDamage(MyCharacter,5.0f,nullptr,this,UDamageType::StaticClass()); //应用伤害}GEngine->AddOnScreenDebugMessage(-1,5.0f,FColor::Red,TEXT("BeginOverLapEvent is Success"));MyParticle->Activate(); //激活
}
四.人物收到伤害 血条响应
重写内部受伤函数
virtual float TakeDamage(float DamageAmount,FDamageEvent const &DamageEvent,class AController*EventInstigator,AActor* DamagerCausser)override; //重写系统内部的TakeDamage
float AMyCharacter::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamagerCausser)
{UMyHealthWidget* MyWidget = Cast<UMyHealthWidget>(MyWidgetHealth->GetUserWidgetObject());if (MyWidget){if (MyWidget->CurrentHealth > 0){MyWidget->CurrentHealth -= 5.f;}else{return 0.f;}}return 0.0f;
}
获得指针UserWidget 转换为 UMyHealthWidget,做相应的逻辑操作。
五.效果
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