//头文件部分
1 // Fill out your copyright notice in the Description page of Project Settings. 2 3 #pragma once 4 5 #include "CoreMinimal.h" 6 #include "GameFramework/Pawn.h" 7 #include "MyPawn.generated.h" 8 9 UCLASS() 10 class TEST4_API AMyPawn : public APawn 11 { 12 GENERATED_BODY() 13 14 public: 15 // Sets default values for this pawn's properties 16 AMyPawn(); 17 18 protected: 19 // Called when the game starts or when spawned 20 virtual void BeginPlay() override; 21 22 public: 23 // Called every frame 24 virtual void Tick(float DeltaTime) override; 25 26 // Called to bind functionality to input 27 virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; 28 void fire(); 29 UParticleSystemComponent* OurParticleSystem; 30 private: 31 int32 coutFire = 0;//计数器 禁止其他对象和子对象访问 防止外人更改数据 32 };
cpp部分
1 // Fill out your copyright notice in the Description page of Project Settings. 2 3 #include "MyPawn.h" 4 #include "Runtime/Engine/Classes/Components/BoxComponent.h" 5 #include "Runtime/Engine/Classes/Components/SphereComponent.h"// USphereComponent 引用 6 #include "Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h" // ConstructorHelpers 引用 7 #include "Runtime/Engine/Classes/Particles/ParticleSystemComponent.h"//UParticleSystemComponent 引用 8 #include "Runtime/Engine/Classes/GameFramework/SpringArmComponent.h"//UStaticMeshComponent 引用 9 #include "Runtime/Engine/Classes/Camera/CameraComponent.h"//UCameraComponent 引用 10 // Sets default values 11 AMyPawn::AMyPawn() 12 { 13 // Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it. 14 PrimaryActorTick.bCanEverTick = true; 15 AutoPossessPlayer = EAutoReceiveInput::Player0;//这行代码不加 无法实现用户操作 此时用户视角就是当前pawn视角 16 17 USphereComponent * SphereComponent = CreateDefaultSubobject<USphereComponent>("RootComponent"); 18 RootComponent = SphereComponent;//这里不一定非要用物体组件 19 20 // 创建静态网格物体 21 UStaticMeshComponent * SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>("VisualRepresentation"); 22 SphereVisual->SetupAttachment(RootComponent); 23 24 //打开素材库 25 static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAssetWzh(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere")); 26 if (SphereVisualAssetWzh.Succeeded()) { 27 SphereVisual->SetStaticMesh(SphereVisualAssetWzh.Object); 28 SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f));//设置位置0,0,0为初始位置 29 SphereVisual->SetWorldScale3D(FVector(0.8f));//SetWorldScale3D 设置组件在世界空间中的变换倍数。 倍数以原来模型大小为基准 30 } 31 32 // 创建一个可启用或停用的粒子系统 33 OurParticleSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MovementParticles")); 34 OurParticleSystem->SetupAttachment(RootComponent);//直接将粒子系统添加到根组件上 35 OurParticleSystem->bAutoActivate = false;//在场景中激活 36 37 OurParticleSystem->SetRelativeLocation(FVector(-20.0f, 0.0f, 20.0f)); 38 OurParticleSystem->SetWorldScale3D(FVector(3.0f));//SetWorldScale3D 设置组件在世界空间中的变换倍数。 倍数以原来模型大小为基准 39 static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleAsset(TEXT("/Game/StarterContent/Particles/P_Fire.P_Fire")); 40 if (ParticleAsset.Succeeded()) 41 { 42 OurParticleSystem->SetTemplate(ParticleAsset.Object); 43 } 44 45 46 //加入个摄像头让视角看起来舒服点 当然不加也是可以看到 47 UCameraComponent* Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("ActualCamera")); 48 Camera->SetupAttachment(RootComponent); 49 Camera->SetRelativeLocation(FVector(-250.f, 0.0f, 400));//设置位置0,0,0为初始位置 50 Camera->RelativeRotation = FRotator(-45.f, 0.f, 0.f);// y z x顺序旋转 一个旋转信息的容器 所有旋转值都以度数存储。 51 } 52 53 // Called when the game starts or when spawned 54 void AMyPawn::BeginPlay() 55 { 56 Super::BeginPlay(); 57 58 59 } 60 61 // Called every frame 62 void AMyPawn::Tick(float DeltaTime) 63 { 64 Super::Tick(DeltaTime); 65 66 } 67 68 // Called to bind functionality to input 69 void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) 70 { 71 Super::SetupPlayerInputComponent(PlayerInputComponent); 72 PlayerInputComponent->BindAction("fire", IE_Released, this, &AMyPawn::fire); 73 74 } 75 76 77 void AMyPawn::fire() { 78 coutFire = !coutFire; 79 if (GEngine) 80 { 81 GEngine->AddOnScreenDebugMessage(-1, 0.2, FColor::Red, TEXT("火焰!")); 82 83 int32 active32 = OurParticleSystem->bIsActive; 84 //OurParticleSystem->ToggleActive(); //官方使用的ToggleActive()切换粒子状态 我建议不要使用这个函数 因为 85 //在快速按下键盘按键 调用事件函数fire时 无法执行里面的ToggleActive函数 但是可以打印文字“火焰“ 但是慢慢按就没问题 86 //我发现主要是 ToggleActive内部操作 bIsActive的问题 如果快速按下 bIsActive 就不会重新赋值 而是一直为1 并不会赋0 估计是虚幻4官方的bug, 慢慢按 才为0 我自己重新 定义一个外部变量coutFire 计数代替bIsActive 就没问题了不用ToggleActive实现 87 OurParticleSystem->SetActive(coutFire);//通过计数器 切换状态 88 } 89 90 }