直接贴代码:
//.h文件
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "InputActionValue.h"
#include "BlasterCharacter.generated.h"
UCLASS()
class BLASTER_API ABlasterCharacter : public ACharacter
{
GENERATED_BODY()
public:
ABlasterCharacter();
virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
void Move(const FInputActionValue& Value);
void Look(const FInputActionValue& Value);
protected:
virtual void BeginPlay() override;
private:
UPROPERTY(VisibleAnyWhere, Category = Camera)
class USpringArmComponent* CameraBoom;
UPROPERTY(VisibleAnyWhere, Category = Camera)
class UCameraComponent* FollowCamera;
/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputMappingContext* DefaultMappingContext;
/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* JumpAction;
/** Move Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* MoveAction;
/** Look Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* LookAction;
public:
};
根据需要自行删减,需要特别注意的是头文件,包无法识别类类型的时候看一下头文件引入对不对
//.cpp文件
// Fill out your copyright notice in the Description page of Project Settings.
#include "Character/BlasterCharacter.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "EnhancedInputSubsystems.h"
#include "EnhancedInputLibrary.h"
#include "EnhancedInputComponent.h"
ABlasterCharacter::ABlasterCharacter()
{
PrimaryActorTick.bCanEverTick = true;
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(GetMesh());
CameraBoom->TargetArmLength = 600.f;
CameraBoom->bUsePawnControlRotation = true;
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom,USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
// 控制旋转器转动时不旋转
bUseControllerRotationPitch = false;
bUseControllerRotationRoll = false;
bUseControllerRotationYaw = false;
//配置角色移动
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->RotationRate = FRotator(0.0f, 0.0, 500.0f);
GetCharacterMovement()->JumpZVelocity = 700.f;
GetCharacterMovement()->AirControl = 0.35f;
GetCharacterMovement()->MaxWalkSpeed = 500.f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
}
// 需要自己配置的
void ABlasterCharacter::BeginPlay()
{
Super::BeginPlay();
//添加输入映射上下文
if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
{
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
{
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
}
}
void ABlasterCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ABlasterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
if(UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
{
//jump
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
//Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ABlasterCharacter::Move);
//Looking
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ABlasterCharacter::Look);
}
}
void ABlasterCharacter::Move(const FInputActionValue& Value)
{
// 转为2d向量
FVector2D MovementVector = Value.Get<FVector2D>();
if (Controller != nullptr)
{
// 找出是哪个方向向前 获取控制旋转
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);//inPich和inRoll都为0但是yaw 也就是方向取控制旋转的方向//ue坐标系 前面 是x 垂直是z水平 是y
// 获取向前向量
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
//获取向右向量
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement
AddMovementInput(ForwardDirection, MovementVector.Y);
AddMovementInput(RightDirection, MovementVector.X);
}
}
void ABlasterCharacter::Look(const FInputActionValue& Value)
{
// input is a Vector2D
FVector2D LookAxisVector = Value.Get<FVector2D>();
if (Controller != nullptr)
{
// add yaw and pitch input to controller
AddControllerYawInput(LookAxisVector.X);
AddControllerPitchInput(LookAxisVector.Y);
}
}
记得在角色蓝图里面配置一下,这些内容是在蓝图中创建的