C++UE4游戏开发举例
C++UE4游戏开发举例
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在Unreal Engine 4 (UE4) 中使用C++进行游戏开发是一个常见的做法,特别是对于需要更高级别控制和优化的项目。以下是一个简化的C++ UE4游戏开发示例,演示了如何创建一个基本的角色(Player)类,并添加一些基本的功能,如移动和射击。
1. 创建新的Actor类(Player)
首先,你需要创建一个新的C++类,继承自AActor
或其子类(例如APawn
或ACharacter
,如果你使用的是UE4的Character模板)。
// Player.h |
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#pragma once |
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#include "CoreMinimal.h" |
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#include "GameFramework/Pawn.h" |
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#include "Components/CapsuleComponent.h" |
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#include "Components/InputComponent.h" |
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#include "Components/StaticMeshComponent.h" |
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class APlayer : public APawn |
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{ |
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GENERATED_BODY() |
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public: |
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// Sets default values for this pawn's properties |
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APlayer(); |
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// Called when the game starts or when spawned |
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virtual void BeginPlay() override; |
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// Called to bind functionality to input |
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; |
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// Handlers for input |
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void MoveForward(float Value); |
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void MoveRight(float Value); |
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// ... Add more input handlers for other actions like shooting, jumping, etc. |
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protected: |
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// Called for bound keys when they are pressed |
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void OnFirePressed(); |
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// Components |
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components") |
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UStaticMeshComponent* MeshComponent; |
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components") |
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UCapsuleComponent* CapsuleComponent; |
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// ... Add more components if needed (e.g., for animations, weapons, etc.) |
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}; |
2. 实现Player类
在.cpp
文件中实现APlayer
类的函数。
// Player.cpp |
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#include "Player.h" |
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// Sets default values |
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APlayer::APlayer() |
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{ |
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// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it. |
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PrimaryActorTick.bCanEverTick = true; |
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// Create mesh and collision components |
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MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComponent")); |
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CapsuleComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CapsuleComponent")); |
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// ... Initialize other components here |
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} |
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// Called when the game starts or when spawned |
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void APlayer::BeginPlay() |
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{ |
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Super::BeginPlay(); |
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// Initialize player state here |
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} |
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// Called to bind functionality to input |
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void APlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) |
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{ |
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Super::SetupPlayerInputComponent(PlayerInputComponent); |
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// Bind axis movements to SetAxisValue on the movement component |
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PlayerInputComponent->BindAxis("MoveForward", this, &APlayer::MoveForward); |
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PlayerInputComponent->BindAxis("MoveRight", this, &APlayer::MoveRight); |
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// Bind actions to functions on this pawn |
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PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &APlayer::OnFirePressed); |
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// ... Bind more actions here |
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} |
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// Called for bound keys when they are pressed |
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void APlayer::OnFirePressed() |
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{ |
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// Implement firing logic here |
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// For example, spawn a projectile at the player's position |
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} |
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// Handlers for input |
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void APlayer::MoveForward(float Value) |
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{ |
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// Use the value to move the pawn forward/backward |
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// You might have a movement component to handle this |
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} |
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void APlayer::MoveRight(float Value) |
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{ |
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// Use the value to move the pawn left/right |
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// ... |
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} |
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// ... Implement other functions and handlers here |
3. 在游戏中使用Player类
在UE4编辑器中,你需要创建一个蓝图或C++派生类来实例化APlayer
类,并将其添加到场景中。你也可以通过蓝图或C++代码来控制角色的行为。
4. 注意事项
- 确保你已经正确设置了项目的构建路径和依赖项,以便能够编译和运行C++代码。
- 在UE4中,许多常见的游戏逻辑(如移动、射击等)可以通过蓝图系统来实现,而无需编写C++代码
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