以下是一个使用C++编写人物模型的示例:

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"

UCLASS()
class MYPROJECT_API AMyCharacter : public ACharacter
{
    GENERATED_BODY()

public:
    AMyCharacter();

protected:
    virtual void BeginPlay() override;

public:
    virtual void Tick(float DeltaTime) override;

    UPROPERTY(EditAnywhere, Category = "Character Properties")
    float MaxHealth;

    UPROPERTY(EditAnywhere, Category = "Character Properties")
    float CurrentHealth;

    UFUNCTION(BlueprintCallable, Category = "Character Functions")
    void TakeDamage(float DamageAmount);

    UFUNCTION(BlueprintCallable, Category = "Character Functions")
    void Heal(float HealAmount);
};

#include "MyCharacter.h"

AMyCharacter::AMyCharacter()
{
    MaxHealth = 100.f;
    CurrentHealth = MaxHealth;
}

void AMyCharacter::BeginPlay()
{
    Super::BeginPlay();
}

void AMyCharacter::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
}

void AMyCharacter::TakeDamage(float DamageAmount)
{
    CurrentHealth -= DamageAmount;
    if (CurrentHealth <= 0.f)
    {
        // 角色死亡逻辑
    }
}

void AMyCharacter::Heal(float HealAmount)
{
    CurrentHealth += HealAmount;
    if (CurrentHealth > MaxHealth)
    {
        CurrentHealth = MaxHealth;
    }
}

以上示例代码定义了一个名为AMyCharacter的类,继承自UE5的ACharacter类。该类具有最大生命值MaxHealth和当前生命值CurrentHealth两个属性,以及受伤和治愈的方法TakeDamageHeal

在构造函数中,初始化了最大生命值和当前生命值的默认值。在TakeDamage方法中,扣除伤害值并检查是否死亡。在Heal方法中,增加治愈值并确保不超过最大生命值。

你可以根据自己的需要扩展该类,并在UE5的蓝图中使用该类创建人物模型

在ue5中使用C++编写人物模型示例

原文地址: https://www.cveoy.top/t/topic/h5Ha 著作权归作者所有。请勿转载和采集!

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