写一份ue5关于角色移动的代码
以下是一个基本的UE5角色移动代码示例:
// CharacterMovement.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "CharacterMovement.generated.h"
UCLASS()
class YOURPROJECT_API UCharacterMovement : public UCharacterMovementComponent
{
GENERATED_BODY()
public:
UCharacterMovement();
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
void MoveForward(float Value);
void MoveRight(float Value);
private:
FVector CurrentVelocity;
};
// CharacterMovement.cpp
#include "CharacterMovement.h"
UCharacterMovement::UCharacterMovement()
{
// 设置默认的移动速度等参数
MaxWalkSpeed = 500.f;
}
void UCharacterMovement::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// 根据当前速度移动角色
GetOwner()->AddActorWorldOffset(CurrentVelocity * DeltaTime, true);
}
void UCharacterMovement::MoveForward(float Value)
{
// 计算前后移动的速度向量
FRotator Rotation = GetOwner()->GetActorRotation();
FVector Direction = FRotationMatrix(Rotation).GetScaledAxis(EAxis::X);
CurrentVelocity = Direction * MaxWalkSpeed * Value;
}
void UCharacterMovement::MoveRight(float Value)
{
// 计算左右移动的速度向量
FRotator Rotation = GetOwner()->GetActorRotation();
FVector Direction = FRotationMatrix(Rotation).GetScaledAxis(EAxis::Y);
CurrentVelocity = Direction * MaxWalkSpeed * Value;
}
请确保在UE5中正确安装并设置了CharacterMovement组件,并将上述代码添加到您的项目中的相应文件中。然后,您可以在Character类中调用MoveForward和MoveRight函数来控制角色的移动,如下所示:
// YourCharacter.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "YourCharacter.generated.h"
UCLASS()
class YOURPROJECT_API AYourCharacter : public ACharacter
{
GENERATED_BODY()
public:
AYourCharacter();
protected:
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
private:
void MoveForward(float Value);
void MoveRight(float Value);
UCharacterMovement* CharacterMovementComponent;
};
// YourCharacter.cpp
#include "YourCharacter.h"
#include "CharacterMovement.h"
AYourCharacter::AYourCharacter()
{
PrimaryActorTick.bCanEverTick = true;
CharacterMovementComponent = CreateDefaultSubobject<UCharacterMovement>(TEXT("CharacterMovementComponent"));
}
void AYourCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// 绑定输入事件
PlayerInputComponent->BindAxis("MoveForward", this, &AYourCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AYourCharacter::MoveRight);
}
void AYourCharacter::MoveForward(float Value)
{
CharacterMovementComponent->MoveForward(Value);
}
void AYourCharacter::MoveRight(float Value)
{
CharacterMovementComponent->MoveRight(Value);
}
在UE5中,您可以通过在Project Settings中的Input选项卡中设置映射来为输入轴绑定MoveForward和MoveRight函数。
原文地址: https://www.cveoy.top/t/topic/i4RA 著作权归作者所有。请勿转载和采集!