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【UE4笔记】C++游戏控制的摄像机

發(fā)布時(shí)間:2024/5/15 c/c++ 44 豆豆
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目錄

  • 自主操作題目
  • 邏輯
  • 代碼

本文嘗試編寫(xiě)了官方文檔游戲控制的攝像機(jī)中的自主操作題目2

自主操作題目

使用一個(gè)數(shù)組變量來(lái)存儲(chǔ)攝像機(jī),而不是攝像機(jī)1(CameraOne)和攝像機(jī)2(CameraTwo),這樣你就可以遍歷任意數(shù)量攝像機(jī)的序列,而不是僅僅兩個(gè)。

邏輯

  • 頭文件創(chuàng)建一個(gè)EditAnywhere的Camera數(shù)組(TArray<AActor*>)(設(shè)置成UPROPERTY以便于在虛幻編輯器中綁定具體的攝像機(jī))
  • 頭文件設(shè)置平滑轉(zhuǎn)換兩個(gè)攝像機(jī)的時(shí)間間隔SmoothBlendTime(這里將其設(shè)置成了UPROPERTY以便于在虛幻編輯器中修改)
  • cpp的tick函數(shù)中設(shè)置在每個(gè)攝像機(jī)停留的時(shí)間TimeBetweenCameraChange
  • TimeToNextCameraChange減去Deltatime后判斷其是否小于零,是則觸發(fā)攝像機(jī)轉(zhuǎn)換
    • 在攝像機(jī)轉(zhuǎn)換中:
      • 重設(shè) TimeToNextCameraChange
      • 獲取本地玩家控制的Actor(UGameplayStatics::GetPlayerController)
      • 編寫(xiě)攝像機(jī)之間的轉(zhuǎn)換
        • 確認(rèn)當(dāng)前正在使用的攝像機(jī)并查看下一個(gè)攝像機(jī)是否存在
        • 存在則進(jìn)行攝像機(jī)的轉(zhuǎn)換(OurPlayerController->SetViewTargetWithBlend函數(shù))

    代碼

    // Fill out your copyright notice in the Description page of Project Settings. // CameraDirector.h#pragma once#include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "CameraDirector.generated.h"UCLASS() class QUICKSTART_API ACameraDirector : public AActor {GENERATED_BODY()public: // Sets default values for this actor's propertiesACameraDirector();protected:// Called when the game starts or when spawnedvirtual void BeginPlay() override;public: // Called every framevirtual void Tick(float DeltaTime) override;UPROPERTY(EditAnywhere)TArray<AActor*> CameraArr;float TimeToNextCameraChange;UPROPERTY(EditAnywhere)float SmoothBlendTime = 0.75f;}; // Fill out your copyrightnotice in the Description page of Project Settings. //CameraDirector.cpp#include "CameraDirector.h" #include "Kismet/GameplayStatics.h"// Sets default values ACameraDirector::ACameraDirector() {// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.PrimaryActorTick.bCanEverTick = true;}// Called when the game starts or when spawned void ACameraDirector::BeginPlay() {Super::BeginPlay();}// Called every frame void ACameraDirector::Tick(float DeltaTime) {Super::Tick(DeltaTime);const float TimeBetweenCameraChange = 2.0f;TimeToNextCameraChange -= DeltaTime;if (TimeToNextCameraChange <= 0.0f) {TimeToNextCameraChange += TimeBetweenCameraChange;//查找處理本地玩家控制的Actor。APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);bool bUnchanged = true;if (OurPlayerController) {if (CameraArr[0] && (OurPlayerController->GetViewTarget() == CameraArr[CameraArr.Num() - 1])) {OurPlayerController->SetViewTargetWithBlend(CameraArr[0], SmoothBlendTime);}else {for (int32 Index = 0; bUnchanged && Index != CameraArr.Num() - 1; ++Index) {if (CameraArr[Index + 1] && (OurPlayerController->GetViewTarget() == CameraArr[Index])) {OurPlayerController->SetViewTargetWithBlend(CameraArr[Index + 1], SmoothBlendTime);bUnchanged = false;}}}}}}

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