UE4 C++ ActionRoguelike开发记录
目录
角色类:SCharacter
设置摄像机
弹簧臂和摄像机设置
设置人物移动和动作绑定
移动与朝向:MoveForward/MoveRight、Turn/LoopUp
为人物绑定设置子弹类:SpawnProjectile适配器类
设置攻击动画以及攻击特效
普通攻击
黑洞攻击
闪现攻击
❗为角色添加属性组件:USAttributeComponent
为角色添加交互组件接口:USInteractionComponent* InteractionComp;
子弹类:SProejctileBase
胶囊碰撞体:USphereComponent* SphereComp;
子弹移动组件:UProjectileMovementComponent* MoveComp;
粒子系统组件(平A效果):UParticleSystemComponent* EffectComp;
粒子系统组件(爆炸效果):UParticleSystem* ImpactVFX;
子弹爆炸音效组件:USoundCue* ImpactSound;
?子弹播放声音组件:UAudioComponent* AudioComp;
子弹击中画面震动效果:TSubclassOf ImpactShake;
⭐碰撞事件&爆炸(虚函数):void Explode();(BlueprintNativeEvent)
普通攻击:SMagicProjectile
设置并重写OnActorOverlap逻辑:
设置子弹伤害:DamageAmount
❗闪现:SDashProjectile
重写BeginPlay:设置子弹存活时间
重写爆炸逻辑Explode_Implementation
实现闪现传送效果:TeleportInstigator
设置定时器:FTimerHandle
黑洞攻击(蓝图):Proj_BlackHole
径向力Force Strength
可影响物体Object Types to Affect
吸进黑洞后要杀掉物体:
❗接口类:USGameplayInterface
USInteractionComponent
世界中的物体
爆炸油桶:ASExplosiveBarrel
设置StaticMesh,径向力
初始化Actor组件(添加碰撞事件)
宝箱(实现交互接口):ASItemChest
血包(实现交互接口):ASPowerupActor
血包有很多种,因此接口实现逻辑由子类实现:
吃掉后隐藏血包(计时器):
血包子类:ASPowerup_HealthPotion
UI:Widget
十字准星
创建Widget并设置:
游戏开始时添加到屏幕上
人物血条、Credits、游戏进行时间:Main_HUD
血条
Credits:
游戏进行时间:
AI
UE中的AI系统
行为树:
添加导航网格体:NavMeshBoundsVolume编辑
游戏AI角色:SAICharacter
游戏AI控制器:SAIController
设置行为树
为SAICharacter设置控制器
游戏AI逻辑-范围内攻击:USBTService_CheckAttackRange(UBTService)
范围查询逻辑
在行为树添加此Service
游戏AI范围内攻击任务结点:USBTTask_RangedAttack
AI朝向玩家:Set default focus
环境查询系统:
创建EQS
在玩家周围半径内设置EQS生成移动目的地
AI死亡
角色类:SCharacter
设置摄像机
弹簧臂和摄像机设置
UPROPERTY(VisibleAnywhere)USpringArmComponent* SpringArmComp;UPROPERTY(VisibleAnywhere)UCameraComponent* CameraComp;
在构造函数中创建这两个类,并设置依赖关系:
弹簧臂附着在RootComponent,摄像机附着在弹簧臂上
SpringArmComp = CreateDefaultSubobject<USpringArmComponent>("SpringArmComp");SpringArmComp->bUsePawnControlRotation = true;SpringArmComp->SetupAttachment(RootComponent);CameraComp = CreateDefaultSubobject<UCameraComponent>("CameraComp");CameraComp->SetupAttachment(SpringArmComp);GetCharacterMovement()->bOrientRotationToMovement = true;bUseControllerRotationYaw = false;
注意 bUseControllerRotationYaw =false;其效果为:
bUseControllerRotationYaw=true;
bUseControllerRotationYaw=false;
应该设置为false,
同时注意GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->bOrientRotationToMovement = false;如下
GetCharacterMovement()->bOrientRotationToMovement = true;如下
类似黑暗之魂这种第三人称的移动朝向方式。
设置人物移动和动作绑定
void ASCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{Super::SetupPlayerInputComponent(PlayerInputComponent);PlayerInputComponent->BindAxis("MoveForward", this, &ASCharacter::MoveForward);PlayerInputComponent->BindAxis("MoveRight", this, &ASCharacter::MoveRight);PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);PlayerInputComponent->BindAction("PrimaryAttack", IE_Pressed, this, &ASCharacter::PrimaryAttack);// Used generic name 'SecondaryAttack' for bindingPlayerInputComponent->BindAction("SecondaryAttack", IE_Pressed, this, &ASCharacter::BlackHoleAttack);PlayerInputComponent->BindAction("Dash", IE_Pressed, this, &ASCharacter::Dash);PlayerInputComponent->BindAction("PrimaryInteract", IE_Pressed, this, &ASCharacter::PrimaryInteract);PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
}
移动与朝向:MoveForward/MoveRight、Turn/LoopUp
void ASCharacter::MoveForward(float Value)
{FRotator ControlRot = GetControlRotation();ControlRot.Pitch = 0.0f;ControlRot.Roll = 0.0f;AddMovementInput(ControlRot.Vector(), Value);
}void ASCharacter::MoveRight(float Value)
{FRotator ControlRot = GetControlRotation();ControlRot.Pitch = 0.0f;ControlRot.Roll = 0.0f;// X = Forward (Red)// Y = Right (Green)// Z = Up (Blue)FVector RightVector = FRotationMatrix(ControlRot).GetScaledAxis(EAxis::Y);AddMovementInput(RightVector, Value);
}
其中Turn和LookUp绑定的函数是由APawn中已经写好的内容。
&APawn::AddControllerYawInput
&APawn::AddControllerPitchInput
这里附上Yaw、Roll、Pitch的内容,结合代码理解:
UE是左手坐标系:拇指X,食指Y,中指Z(中指向上摆放)
X:Roll翻滚角
Y:Pitch俯仰角
Z:Yaw偏航角
动图:
1.俯仰:(Pitch)
2.翻滚:(Roll)
3.偏航:(Yaw)
所以,MoveForward和MoveRight只与Yaw有关,控制偏航角度;Turn也和Yaw有关,控制偏航角度;而LoopUp与Pitch有关,控制上下移动视角。
为人物绑定设置子弹类:SpawnProjectile适配器类
- 生成位置:手部Socket(HandLocation)
- Actor生成:设置碰撞,instigator为角色自身
- 碰撞预设:
- 子弹轨迹:起点为手部,终点为十字准星方向
void ASCharacter::SpawnProjectile(TSubclassOf<AActor> ClassToSpawn)
{if (ensureAlways(ClassToSpawn)){FVector HandLocation = GetMesh()->GetSocketLocation(HandSocketName);FActorSpawnParameters SpawnParams;SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;SpawnParams.Instigator = this;FCollisionShape Shape;Shape.SetSphere(20.0f);// Ignore PlayerFCollisionQueryParams Params;Params.AddIgnoredActor(this);FCollisionObjectQueryParams ObjParams;ObjParams.AddObjectTypesToQuery(ECC_WorldDynamic);ObjParams.AddObjectTypesToQuery(ECC_WorldStatic);ObjParams.AddObjectTypesToQuery(ECC_Pawn);FVector TraceStart = CameraComp->GetComponentLocation();// endpoint far into the look-at distance (not too far, still adjust somewhat towards crosshair on a miss)FVector TraceEnd = CameraComp->GetComponentLocation() + (GetControlRotation().Vector() * 5000);FHitResult Hit;// returns true if we got to a blocking hitif (GetWorld()->SweepSingleByObjectType(Hit, TraceStart, TraceEnd, FQuat::Identity, ObjParams, Shape, Params)){// Overwrite trace end with impact point in worldTraceEnd = Hit.ImpactPoint;}// find new direction/rotation from Hand pointing to impact point in world.FRotator ProjRotation = FRotationMatrix::MakeFromX(TraceEnd - HandLocation).Rotator();FTransform SpawnTM = FTransform(ProjRotation, HandLocation);GetWorld()->SpawnActor<AActor>(ClassToSpawn, SpawnTM, SpawnParams);}
}
设置攻击动画以及攻击特效
void ASCharacter::StartAttackEffects()
{PlayAnimMontage(AttackAnim);UGameplayStatics::SpawnEmitterAttached(CastingEffect, GetMesh(), HandSocketName, FVector::ZeroVector, FRotator::ZeroRotator, EAttachLocation::SnapToTarget);
}
普通攻击
void ASCharacter::PrimaryAttack()
{StartAttackEffects();GetWorldTimerManager().SetTimer(TimerHandle_PrimaryAttack, this, &ASCharacter::PrimaryAttack_TimeElapsed, AttackAnimDelay);
}void ASCharacter::PrimaryAttack_TimeElapsed()
{SpawnProjectile(ProjectileClass);
}
黑洞攻击
void ASCharacter::BlackHoleAttack()
{StartAttackEffects();GetWorldTimerManager().SetTimer(TimerHandle_BlackholeAttack, this, &ASCharacter::BlackholeAttack_TimeElapsed, AttackAnimDelay);
}void ASCharacter::BlackholeAttack_TimeElapsed()
{SpawnProjectile(BlackHoleProjectileClass);
}
闪现攻击
void ASCharacter::Dash()
{StartAttackEffects();GetWorldTimerManager().SetTimer(TimerHandle_Dash, this, &ASCharacter::Dash_TimeElapsed, AttackAnimDelay);
}void ASCharacter::Dash_TimeElapsed()
{SpawnProjectile(DashProjectileClass);
}
❗为角色添加属性组件:USAttributeComponent
为角色添加交互组件接口:USInteractionComponent* InteractionComp;
子弹类:SProejctileBase
ASProjectileBase::ASProjectileBase()
{SphereComp = CreateDefaultSubobject<USphereComponent>("SphereComp");SphereComp->SetCollisionProfileName("Projectile");SphereComp->OnComponentHit.AddDynamic(this, &ASProjectileBase::OnActorHit);RootComponent = SphereComp;EffectComp = CreateDefaultSubobject<UParticleSystemComponent>("EffectComp");EffectComp->SetupAttachment(RootComponent);AudioComp = CreateDefaultSubobject<UAudioComponent>("AudioComp");AudioComp->SetupAttachment(RootComponent);MoveComp = CreateDefaultSubobject<UProjectileMovementComponent>("ProjectileMoveComp");MoveComp->bRotationFollowsVelocity = true;MoveComp->bInitialVelocityInLocalSpace = true;MoveComp->ProjectileGravityScale = 0.0f;MoveComp->InitialSpeed = 8000;ImpactShakeInnerRadius = 0.0f;ImpactShakeOuterRadius = 1500.0f;}
胶囊碰撞体:USphereComponent* SphereComp;
- 设置名称
- 设置碰撞预设
- 设置碰撞触发事件
- 将RootComponent设为碰撞体
子弹移动组件:UProjectileMovementComponent* MoveComp;
- 初始化相关移动属性,比如速度
粒子系统组件(平A效果):UParticleSystemComponent* EffectComp;
在cpp中构造函数进行初始化,只需要设置名称与挂载RootComponent。
因为子弹效果必然要跟随着子弹,故需要附着在RootComponent上。
粒子系统组件(爆炸效果):UParticleSystem* ImpactVFX;
在编辑中设置。
因为爆炸效果只需要在碰撞点触发,故不需要附着在RootComponent上。
子弹爆炸音效组件:USoundCue* ImpactSound;
?子弹播放声音组件:UAudioComponent* AudioComp;
声音较小,在黑洞攻击时有体现
子弹击中画面震动效果:TSubclassOf<UCameraShakeBase> ImpactShake;
UPROPERTY(EditDefaultsOnly, Category = "Effects|Shake")TSubclassOf<UCameraShakeBase> ImpactShake;UPROPERTY(EditDefaultsOnly, Category = "Effects|Shake")float ImpactShakeInnerRadius;UPROPERTY(EditDefaultsOnly, Category = "Effects|Shake")float ImpactShakeOuterRadius;
⭐碰撞事件&爆炸(虚函数):void Explode();(BlueprintNativeEvent)
// BlueprintNativeEvent = C++ base implementation, can be expanded in Blueprints// BlueprintCallable to allow child classes to trigger explosions// Not required for assignment, useful for expanding in Blueprint later onUFUNCTION(BlueprintCallable, BlueprintNativeEvent)void Explode();
在cpp中实现逻辑:
- 在爆炸处播放粒子特效ImpactVFX
- 在爆炸处播放爆炸音效ImpactSound
- 在爆炸处触发画面震动效果ImpactShake
void ASProjectileBase::OnActorHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{Explode();
}
// _Implementation from it being marked as BlueprintNativeEvent
void ASProjectileBase::Explode_Implementation()
{// Check to make sure we aren't already being 'destroyed'// Adding ensure to see if we encounter this situation at allif (ensure(!IsPendingKill())){UGameplayStatics::SpawnEmitterAtLocation(this, ImpactVFX, GetActorLocation(), GetActorRotation());UGameplayStatics::PlaySoundAtLocation(this, ImpactSound, GetActorLocation());UGameplayStatics::PlayWorldCameraShake(this, ImpactShake, GetActorLocation(), ImpactShakeInnerRadius, ImpactShakeOuterRadius);Destroy();}
}
普通攻击:SMagicProjectile
依赖于USAtrributeComponent,人物属性组件,因为要影响人物的血量
设置并重写OnActorOverlap逻辑:
构造函数初始化并设置碰撞体触发事件:
ASMagicProjectile::ASMagicProjectile()
{SphereComp->SetSphereRadius(20.0f);SphereComp->OnComponentBeginOverlap.AddDynamic(this, &ASMagicProjectile::OnActorOverlap);DamageAmount = 20.0f;
}
重写事件逻辑:
- 更改属性组件AttributeComp(HP)数值
- 不能伤害自身:OtherActor != GetInstigator()
void ASMagicProjectile::OnActorOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{if (OtherActor && OtherActor != GetInstigator()){USAttributeComponent* AttributeComp = Cast<USAttributeComponent>(OtherActor->GetComponentByClass(USAttributeComponent::StaticClass()));if (AttributeComp){// minus in front of DamageAmount to apply the change as damage, not healingAttributeComp->ApplyHealthChange(GetInstigator(), -DamageAmount);// Only explode when we hit something validExplode();}}
}
设置子弹伤害:DamageAmount
❗闪现:SDashProjectile
重写BeginPlay:设置子弹存活时间
void ASDashProjectile::BeginPlay()
{Super::BeginPlay();GetWorldTimerManager().SetTimer(TimerHandle_DelayedDetonate, this, &ASDashProjectile::Explode, DetonateDelay);
}
从Begin之后,DetonateDelay秒之后,调用一次ASDashProjectile。
虚幻引擎中的Gameplay定时器 | 虚幻引擎5.0文档 (unrealengine.com)
重写爆炸逻辑Explode_Implementation
- 清除计时器
- 爆炸依然播放粒子效果
- 爆炸后取消粒子效果
- 爆炸后子弹立即停止移动
- 爆炸后子弹立即取消碰撞
- 重新设置定时器,计时触发传送
void ASDashProjectile::Explode_Implementation()
{// Clear timer if the Explode was already called through another source like OnActorHitGetWorldTimerManager().ClearTimer(TimerHandle_DelayedDetonate);UGameplayStatics::SpawnEmitterAtLocation(this, ImpactVFX, GetActorLocation(), GetActorRotation());EffectComp->DeactivateSystem();MoveComp->StopMovementImmediately();SetActorEnableCollision(false);FTimerHandle TimerHandle_DelayedTeleport;GetWorldTimerManager().SetTimer(TimerHandle_DelayedTeleport, this, &ASDashProjectile::TeleportInstigator, TeleportDelay);// Skip base implementation as it will destroy actor (we need to stay alive a bit longer to finish the 2nd timer)//Super::Explode_Implementation();
}
实现闪现传送效果:TeleportInstigator
APawn* Instigator为人物本身,调用actor的TeleportTo函数实现传送AActor::TeleportTo | Unreal Engine Documentation
void ASDashProjectile::TeleportInstigator()
{AActor* ActorToTeleport = GetInstigator();if (ensure(ActorToTeleport)){// Keep instigator rotation or it may end up jarringActorToTeleport->TeleportTo(GetActorLocation(), ActorToTeleport->GetActorRotation(), false, false);}
}
设置定时器:FTimerHandle
FTimerHandle TimerHandle_DelayedDetonate;
黑洞攻击(蓝图):Proj_BlackHole
由SProjectileBase继承而来,为蓝图。
添加了RadialForce径向力,并设置为负数,因为要实现一种黑洞的吸附能力
径向力Force Strength
可影响物体Object Types to Affect
要排除自身
吸进黑洞后要杀掉物体:
❗接口类:USGameplayInterface
USInteractionComponent
利用射线检测实现交互
void ASCharacter::PrimaryInteract()
{if (InteractionComp){InteractionComp->PrimaryInteract();}
}
void USInteractionComponent::PrimaryInteract()
{//碰撞预设FCollisionObjectQueryParams ObjectQueryParams;ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldDynamic);//获取自身AActor* MyOwner = GetOwner();//设置碰撞检测位置参数,从眼部开始FVector EyeLocation;FRotator EyeRotation;MyOwner->GetActorEyesViewPoint(EyeLocation, EyeRotation);FVector End = EyeLocation + (EyeRotation.Vector() * 1000);//FHitResult Hit;//bool bBlockingHit = GetWorld()->LineTraceSingleByObjectType(Hit, EyeLocation, End, ObjectQueryParams);TArray<FHitResult> Hits;float Radius = 30.f;//射线检测形状FCollisionShape Shape;Shape.SetSphere(Radius);bool bBlockingHit = GetWorld()->SweepMultiByObjectType(Hits, EyeLocation, End, FQuat::Identity, ObjectQueryParams, Shape);//射线颜色FColor LineColor = bBlockingHit ? FColor::Green : FColor::Red;for (FHitResult &Hit : Hits){AActor* HitActor = Hit.GetActor();if (HitActor){//执行击中物体所实现的接口if (HitActor->Implements<USGameplayInterface>()){APawn* MyPawn = Cast<APawn>(MyOwner);ISGameplayInterface::Execute_Interact(HitActor, MyPawn);break;}}DrawDebugSphere(GetWorld(), Hit.ImpactPoint, Radius, 32, LineColor, false, 2.0f);}DrawDebugLine(GetWorld(), EyeLocation, End, LineColor, false, 2.0f, 0, 2.0f);}
世界中的物体
爆炸油桶:ASExplosiveBarrel
设置StaticMesh,径向力
ASExplosiveBarrel::ASExplosiveBarrel()
{MeshComp = CreateDefaultSubobject<UStaticMeshComponent>("MeshComp");MeshComp->SetSimulatePhysics(true);RootComponent = MeshComp;ForceComp = CreateDefaultSubobject<URadialForceComponent>("ForceComp");ForceComp->SetupAttachment(MeshComp);// Leaving this on applies small constant force via component 'tick' (Optional)ForceComp->SetAutoActivate(false);ForceComp->Radius = 750.0f;ForceComp->ImpulseStrength = 2500.0f; // Alternative: 200000.0 if bImpulseVelChange = false// Optional, ignores 'Mass' of other objects (if false, the impulse strength will be much higher to push most objects depending on Mass)ForceComp->bImpulseVelChange = true;// Optional, default constructor of component already adds 4 object types to affect, excluding WorldDynamicForceComp->AddCollisionChannelToAffect(ECC_WorldDynamic);// Binding either in constructor or in PostInitializeComponents() below//MeshComp->OnComponentHit.AddDynamic(this, &ASExplosiveBarrel::OnActorHit);
}
初始化Actor组件(添加碰撞事件)
AActor::PostInitializeComponents | Unreal Engine Documentation
允许Actor在初始化所有组件后在C++端初始化自己,仅在游戏过程中调用
void ASExplosiveBarrel::PostInitializeComponents()
{// Don't forget to call parent functionSuper::PostInitializeComponents();MeshComp->OnComponentHit.AddDynamic(this, &ASExplosiveBarrel::OnActorHit);
}
其实有效果的就是第一句:
void ASExplosiveBarrel::OnActorHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{ForceComp->FireImpulse();UE_LOG(LogTemp, Log, TEXT("OnActorHit in Explosive Barrel"));// %s = string// %f = float// logs: "OtherActor: MyActor_1, at gametime: 124.4" UE_LOG(LogTemp, Warning, TEXT("OtherActor: %s, at game time: %f"), *GetNameSafe(OtherActor), GetWorld()->TimeSeconds);FString CombinedString = FString::Printf(TEXT("Hit at location: %s"), *Hit.ImpactPoint.ToString());DrawDebugString(GetWorld(), Hit.ImpactPoint, CombinedString, nullptr, FColor::Green, 2.0f, true);// Detailed info on logging in ue4// https://nerivec.github.io/old-ue4-wiki/pages/logs-printing-messages-to-yourself-during-runtime.html}
宝箱(实现交互接口):ASItemChest
实现交互后,打开/关闭宝箱盖子 ,同时可以在蓝图中设置粒子效果
ASItemChest::ASItemChest()
{BaseMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("BaseMesh"));RootComponent = BaseMesh;LidMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LidMesh"));LidMesh->SetupAttachment(BaseMesh);TargetPitch = 110;
}void ASItemChest::Interact_Implementation(APawn* InstigatorPawn)
{LidMesh->SetRelativeRotation(FRotator(TargetPitch, 0, 0));
}
在蓝图中的Class Settings里可以看到继承了接口:
实现交互开关宝箱、设置粒子效果
血包(实现交互接口):ASPowerupActor
老规矩,首先是简单的构造函数中的初始化
ASPowerupActor::ASPowerupActor()
{SphereComp = CreateDefaultSubobject<USphereComponent>("SphereComp");SphereComp->SetCollisionProfileName("Powerup");RootComponent = SphereComp;RespawnTime = 10.0f;
}
血包有很多种,因此接口实现逻辑由子类实现:
void ASPowerupActor::Interact_Implementation(APawn* InstigatorPawn)
{// logic in derived classes...
}
吃掉后隐藏血包(计时器):
void ASPowerupActor::HideAndCooldownPowerup()
{SetPowerupState(false);GetWorldTimerManager().SetTimer(TimerHandle_RespawnTimer, this, &ASPowerupActor::ShowPowerup, RespawnTime);
}void ASPowerupActor::SetPowerupState(bool bNewIsActive)
{SetActorEnableCollision(bNewIsActive);// Set visibility on root and all childrenRootComponent->SetVisibility(bNewIsActive, true);
}
血包子类:ASPowerup_HealthPotion
void ASPowerup_HealthPotion::Interact_Implementation(APawn* InstigatorPawn)
{if (!ensure(InstigatorPawn)){return;}USAttributeComponent* AttributeComp = USAttributeComponent::GetAttributes(InstigatorPawn);// Check if not already at max healthif (ensure(AttributeComp) && !AttributeComp->IsFullHealth()){// Only activate if healed successfullyif (AttributeComp->ApplyHealthChange(this, AttributeComp->GetHealthMax())){HideAndCooldownPowerup();}}
}
UI:Widget
十字准星
创建Widget并设置:
游戏开始时添加到屏幕上
create widget:
人物血条、Credits、游戏进行时间:Main_HUD
血条
创建对应组件UI
为text绑定health事件
Credits:
游戏进行时间:
AI
UE中的AI系统
- Navigation Mesh:AI寻路,可达区域
- Behavior Tree:行为树,AI的大脑
- Blackboard:AI数据存储
- Environment Query System:空间查询
- PawnSensing&AIPerception:感知
- Debug相关
行为树:
设置黑板
添加导航网格体:NavMeshBoundsVolume![](/assets/blank.gif)
游戏AI角色:SAICharacter
游戏AI控制器:SAIController
设置行为树
class UBehaviorTree;/*** */
UCLASS()
class ACTIONROGUELIKE_API ASAIController : public AAIController
{GENERATED_BODY()protected:UPROPERTY(EditDefaultsOnly, Category = "AI")UBehaviorTree* BehaviorTree;virtual void BeginPlay() override;
};
void ASAIController::BeginPlay()
{Super::BeginPlay();if (ensureMsgf(BehaviorTree, TEXT("Behavior Tree is nullptr! Please assign BehaviorTree in your AI Controller."))){RunBehaviorTree(BehaviorTree);}// APawn* MyPawn = UGameplayStatics::GetPlayerPawn(this, 0);
// if (MyPawn)
// {
// GetBlackboardComponent()->SetValueAsVector("MoveToLocation", MyPawn->GetActorLocation());
//
// GetBlackboardComponent()->SetValueAsObject("TargetActor", MyPawn);
// }
}
为SAICharacter设置控制器
游戏AI逻辑-范围内攻击:USBTService_CheckAttackRange(UBTService)
范围查询逻辑
- 检查AI与玩家的距离
- LineOfSightTo:true if controller's pawn can see Other actor
- 在黑板中添加对应key值,通过C++逻辑设置bool值:BlackBoardComp->SetValueAsBool(AttackRangeKey.SelectedKeyName, (bWithinRange && bHasLOS));
逻辑为:当且仅当:
- AI距离玩家小于MaxAttackRange时
- AI能够看见玩家时
为真。
void USBTService_CheckAttackRange::TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{Super::TickNode(OwnerComp, NodeMemory, DeltaSeconds);// Check distance between ai pawn and target actorUBlackboardComponent* BlackBoardComp = OwnerComp.GetBlackboardComponent();if (ensure(BlackBoardComp)){AActor* TargetActor = Cast<AActor>(BlackBoardComp->GetValueAsObject("TargetActor"));if (TargetActor){AAIController* MyController = OwnerComp.GetAIOwner();APawn* AIPawn = MyController->GetPawn();if (ensure(AIPawn)){float DistanceTo = FVector::Distance(TargetActor->GetActorLocation(), AIPawn->GetActorLocation());bool bWithinRange = DistanceTo < MaxAttackRange;bool bHasLOS = false;if (bWithinRange){bHasLOS = MyController->LineOfSightTo(TargetActor);}BlackBoardComp->SetValueAsBool(AttackRangeKey.SelectedKeyName, (bWithinRange && bHasLOS));}}}
}
在行为树添加此Service
CheckAttackRange后,会首先进入WithinAttackRange?,若条件为真,则AI执行攻击;若条件为假,则AI向玩家移动,直到到达攻击范围内;
游戏AI范围内攻击任务结点:USBTTask_RangedAttack
AI朝向玩家:Set default focus
环境查询系统:
创建EQS
图中蓝色球体为未选中移动目标,绿色球体为已被选择的目标,AI会对EQS所查询的目标进行移动
随机选取一个位置让AI移动
在玩家周围半径内设置EQS生成移动目的地
AI死亡
void ASAICharacter::OnHealthChanged(AActor* InstigatorActor, USAttributeComponent* OwningComp, float NewHealth, float Delta)
{if (Delta < 0.0f){if (InstigatorActor != this){SetTargetActor(InstigatorActor);}if (ActiveHealthBar == nullptr){ActiveHealthBar = CreateWidget<USWorldUserWidget>(GetWorld(), HealthBarWidgetClass);if (ActiveHealthBar){ActiveHealthBar->AttachedActor = this;ActiveHealthBar->AddToViewport();}}GetMesh()->SetScalarParameterValueOnMaterials(TimeToHitParamName, GetWorld()->TimeSeconds);if (NewHealth <= 0.0f){// stop BTAAIController* AIC = Cast<AAIController>(GetController());if (AIC){AIC->GetBrainComponent()->StopLogic("Killed");}// ragdollGetMesh()->SetAllBodiesSimulatePhysics(true);GetMesh()->SetCollisionProfileName("Ragdoll");// set lifespanSetLifeSpan(10.0f);}}
}
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