在ue5中使用C++编写人物模型示例
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TakeDamage和Heal。
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
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!