最简单的 UE 4 C++ 教程 —— 漂浮的 Actor【二十七】

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原教程是基于 UE 4.18,我是基于 UE 4.25

英文原地址

核心 API

GetActorLocation

SetActorLocation

FMath::Sin

接上一节教程,本教程创建一个新的 C++ Actor 子类并将其命名为 FloatingActor。在头文件中将创建四个浮点变量。我们将创建 RunningTimeXValueYValueZValue 变量。

下面是最终的头文件代码

FloatingActor.h

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "FloatingActor.generated.h"

UCLASS()
class UNREALCPP_API AFloatingActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AFloatingActor();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// declare our float variables 
	float RunningTime;
	
	UPROPERTY(EditAnywhere, Category = Movement)
	float XValue;

	UPROPERTY(EditAnywhere, Category = Movement)
	float YValue;

	UPROPERTY(EditAnywhere, Category = Movement)
	float ZValue;
	
	
};

接下来,我们将把所有的逻辑都放到 Tick 函数中。首先,让我们使用 GetActorLocation 在每一帧声明一个变量,该变量等于 actor 的当前位置。这将允许我们改变 actor 的 X, Y 和 Z 值,并在场景中移动。为了平滑的运动,我们将使用 FMath::Sin 来设置我们的 DeltaHeight 变量。

float DeltaHeight = (FMath::Sin(RunningTime + DeltaTime) - FMath::Sin(RunningTime));

 接下来,我们将获取 actor 的位置 X、Y 和 Z 坐标,并将分别累加上 DeltaHeight * Value 。在头文件中,我们让变量在任何地方都可以编辑,所以在编辑器中,我们可以轻松地调整角色移动的数量和方向。接下来,将 RunningTime 累加 DeltaTime 。最后将 actor 的位置设置为 NewLocation

下面是 .cpp 的最终版本。

FloatingActor.cpp

#include "FloatingActor.h"

// Sets default values
AFloatingActor::AFloatingActor()
{
 	// 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 AFloatingActor::BeginPlay()
{
	Super::BeginPlay();
}

// Called every frame
void AFloatingActor::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

	// on every frame change location for a smooth floating actor
	FVector NewLocation = GetActorLocation();
	float DeltaHeight = (FMath::Sin(RunningTime + DeltaTime) - FMath::Sin(RunningTime));
	NewLocation.X += DeltaHeight *  XValue;
	NewLocation.Y += DeltaHeight *  YValue;
	NewLocation.Z += DeltaHeight *  ZValue;

	RunningTime += DeltaTime;
	SetActorLocation(NewLocation);

}

运行起来后的效果图如下