docs.unrealengine.com/5.0/zh-CN/q…?
选择Pawn作为父类,把新的Pawn命名为PawnWithCamera,最后将该类放到场景中
PawnWithCamera.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "PawnWithCamera.generated.h"
UCLASS()
class HOWROUMG_API APawnWithCamera : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
APawnWithCamera();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UPROPERTY(EditAnywhere)
class USpringArmComponent* SpringArmComp;
UPROPERTY(EditAnywhere)
class UCameraComponent* CameraComp;
UPROPERTY(EditAnywhere)
UStaticMeshComponent* StaticMeshComp;
// 输入变量
FVector2D MovementInput;
FVector2D CameraInput;
float ZoomFactor;
bool bZoomingIn;
// 输入函数
void MoveForward(float AxisValue);
void MoveRight(float AxisValue);
void PitchCamera(float AxisValue);
void YawCamera(float AxisValue);
void ZoomIn();
void ZoomOut();
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};
PawnWithCamera.h
// Fill out your copyright notice in the Description page of Project Settings.
#include "PawnWithCamera.h"
#include "Components/InputComponent.h"
// Sets default values
APawnWithCamera::APawnWithCamera()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
//创建组件
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootSceneComponent"));
StaticMeshComp = CreateDefaultSubobject <UStaticMeshComponent>(TEXT("StaticMeshComponent"));
SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArmComponent"));
CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
//绑定组件
StaticMeshComp->SetupAttachment(RootComponent);
SpringArmComp->SetupAttachment(StaticMeshComp);
CameraComp->SetupAttachment(SpringArmComp, USpringArmComponent::SocketName);
//为SpringArm类的变量赋值。
SpringArmComp->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 50.0f), FRotator(-60.0f, 0.0f, 0.0f));
SpringArmComp->TargetArmLength = 400.f;
SpringArmComp->bEnableCameraLag = true;
SpringArmComp->CameraLagSpeed = 3.0f;
// 控制默认玩家
AutoPossessPlayer = EAutoReceiveInput::Player0;
}
// Called when the game starts or when spawned
void APawnWithCamera::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void APawnWithCamera::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// 按下ZoomIn按钮时进行放大,否则恢复正常
{
if (bZoomingIn)
{
ZoomFactor += DeltaTime / 0.5f; //Zoom in over half a second
}
else
{
ZoomFactor -= DeltaTime / 0.25f; //Zoom out over a quarter of a second
}
ZoomFactor = FMath::Clamp<float>(ZoomFactor, 0.0f, 1.0f);
// 基于ZoomFactor设置摄像机的视野和SpringArm的长度
CameraComp->FieldOfView = FMath::Lerp<float>(90.0f, 60.0f, ZoomFactor);
SpringArmComp->TargetArmLength = FMath::Lerp<float>(400.0f, 300.0f, ZoomFactor);
}
// 旋转Actor的偏转角度,由于摄像机与Actor相互绑定,因此摄像机也会偏转
{
FRotator NewRotation = GetActorRotation();
NewRotation.Yaw += CameraInput.X;
SetActorRotation(NewRotation);
}
// 旋转摄像机的俯仰角度,但对其进行限制,确保我们始终朝下看
{
FRotator NewRotation = SpringArmComp->GetComponentRotation();
NewRotation.Pitch = FMath::Clamp(NewRotation.Pitch + CameraInput.Y, -80.0f, -15.0f);
SpringArmComp->SetWorldRotation(NewRotation);
}
// 根据"MoveX"和"MoveY"的处理移动
{
if (!MovementInput.IsZero())
{
//Scale our movement input axis values by 100 units per second
////把移动输入坐标轴的值每秒缩放100个单位
MovementInput = MovementInput.GetSafeNormal() * 100.0f;//MovementInput.SafeNormal() * 100.0f;//
FVector NewLocation = GetActorLocation();
NewLocation += GetActorForwardVector() * MovementInput.X * DeltaTime;
NewLocation += GetActorRightVector() * MovementInput.Y * DeltaTime;
SetActorLocation(NewLocation);
}
}
}
// Called to bind functionality to input
void APawnWithCamera::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// 为"ZoomIn"事件绑定函数
InputComponent->BindAction("scale", IE_Pressed, this, &APawnWithCamera::ZoomIn);
InputComponent->BindAction("scale", IE_Released, this, &APawnWithCamera::ZoomOut);
// 分别为四个方向轴的移动事件绑定函数
InputComponent->BindAxis("MoveForwart", this, &APawnWithCamera::MoveForward);
InputComponent->BindAxis("MoveRight", this, &APawnWithCamera::MoveRight);
InputComponent->BindAxis("CameroQx", this, &APawnWithCamera::PitchCamera);
InputComponent->BindAxis("CameroPz", this, &APawnWithCamera::YawCamera);
}
// 输入函数
void APawnWithCamera::MoveForward(float AxisValue)
{
MovementInput.X = FMath::Clamp<float>(AxisValue, -1.0f, 1.0f);
}
void APawnWithCamera::MoveRight(float AxisValue)
{
MovementInput.Y = FMath::Clamp<float>(AxisValue, -1.0f, 1.0f);
}
void APawnWithCamera::PitchCamera(float AxisValue)
{
CameraInput.Y = AxisValue;
}
void APawnWithCamera::YawCamera(float AxisValue)
{
CameraInput.X = AxisValue;
}
void APawnWithCamera::ZoomIn()
{
bZoomingIn = true;
}
void APawnWithCamera::ZoomOut()
{
bZoomingIn = false;
}