【UE4笔记】C++游戏控制的摄像机
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【UE4笔记】C++游戏控制的摄像机
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目录
- 自主操作题目
- 逻辑
- 代码
本文尝试编写了官方文档游戏控制的摄像机中的自主操作题目2
自主操作题目
使用一个数组变量来存储摄像机,而不是摄像机1(CameraOne)和摄像机2(CameraTwo),这样你就可以遍历任意数量摄像机的序列,而不是仅仅两个。
逻辑
- 在摄像机转换中:
- 重设 TimeToNextCameraChange
- 获取本地玩家控制的Actor(UGameplayStatics::GetPlayerController)
- 编写摄像机之间的转换
- 确认当前正在使用的摄像机并查看下一个摄像机是否存在
- 存在则进行摄像机的转换(OurPlayerController->SetViewTargetWithBlend函数)
代码
// 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;//查找处理本地玩家控制的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;}}}}}}总结
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