java做網(wǎng)站pdf制作一個(gè)網(wǎng)站大概需要多少錢
一.整體思路
首先需要在 想要控制的軀體Pawn上,生成不同相機(jī)對(duì)應(yīng)的SpringArm組件。其次是在Controller上,拿到這個(gè)Pawn,并在其中設(shè)置輸入響應(yīng),并定義響應(yīng)事件。響應(yīng)事件里有指向Pawn的指針,并把Pawn的縮放平移功能進(jìn)行調(diào)用。
二.
1.CameraPawn的組件構(gòu)成
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = MySceneComponent)USceneComponent* MyRoot;UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = MySceneComponent)USpringArmComponent* MySpringArm;UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = MySceneComponent)UCameraComponent* MyCamera;void Zoom(bool Direction, float ZoomSpeed);void Panx(float x);void Pany(float y);void Back();
ACameraPawn::ACameraPawn()
{// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.PrimaryActorTick.bCanEverTick = true;MyRoot = CreateDefaultSubobject<USceneComponent>(TEXT("MyRootComponent"));MySpringArm = CreateDefaultSubobject <USpringArmComponent>(TEXT("MySpringArmComponent"));MyCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("MySCameraComponent"));RootComponent = MyRoot;MySpringArm->SetupAttachment(MyRoot);MyCamera->SetupAttachment(MySpringArm);MySpringArm->bDoCollisionTest = false;
}
2.將Pawn自己鏡頭伸縮,平移功能,復(fù)原寫好
void ACameraPawn::Zoom(bool Direction, float ZoomSpeed) {if (Direction) {if (MySpringArm->TargetArmLength >= 300 && MySpringArm->TargetArmLength < 5000) {MySpringArm->TargetArmLength += (ZoomSpeed * 2);GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("SpringArmLength is %f"), MySpringArm->TargetArmLength));}}else {if (MySpringArm->TargetArmLength > 300 && MySpringArm->TargetArmLength <= 5000) {MySpringArm->TargetArmLength -= (ZoomSpeed * 2);GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("SpringArmLength is %f"), MySpringArm->TargetArmLength));}}
}void ACameraPawn::Panx(float x)
{MyCamera->AddLocalOffset(FVector(0,x,0));
}void ACameraPawn::Pany(float y)
{MyCamera->AddLocalOffset(FVector(0,0,y));
}void ACameraPawn::Back()
{MyCamera->SetRelativeLocation(FVector(0,0,0));
}
?3.在MyPlayerController里面綁定輸入映射,以及響應(yīng)的事件。
virtual void SetupInputComponent();void WheelUpFunction();void WheelDownFunction();void PanX(float x);void PanY(float y);void Back();
4.綁定映射
void AMyPlayerController::SetupInputComponent()
{Super::SetupInputComponent();InputComponent->BindAction("WheelUp", IE_Pressed, this, &AMyPlayerController::WheelUpFunction);InputComponent->BindAction("WheelDown", IE_Pressed, this, &AMyPlayerController::WheelDownFunction);InputComponent->BindAction("BackXY",IE_Pressed,this,&AMyPlayerController::Back);InputComponent->BindAxis("PanX",this,&AMyPlayerController::PanX);InputComponent->BindAxis("PanY",this,&AMyPlayerController::PanY);//InputComponent->BindAction("ESCEvent", IE_Pressed, this, &AMyPlayerController::ESCEvent).bExecuteWhenPaused=true;//游戲暫??梢詧?zhí)行//InpuptComponent->BindAxis("PanY",this,);
}
5.響應(yīng)事件,并操控控制到對(duì)應(yīng)的Pawn里的函數(shù)。
void AMyPlayerController::WheelUpFunction()
{if (GetPawn()) {ACameraPawn* MyCameraPawn = Cast<ACameraPawn>(GetPawn());if (MyCameraPawn) {MyCameraPawn->Zoom(1, 10);}}
}void AMyPlayerController::WheelDownFunction()
{if (GetPawn()) {ACameraPawn* MyCameraPawn = Cast<ACameraPawn>(GetPawn());if (MyCameraPawn) {MyCameraPawn->Zoom(0, 10);}}
}void AMyPlayerController::PanX(float x)
{if (GetPawn()){ACameraPawn* MyCameraPawn = Cast<ACameraPawn>(GetPawn());if (MyCameraPawn) {MyCameraPawn->Panx(x);}}
}void AMyPlayerController::PanY(float y)
{if (GetPawn()){ACameraPawn* MyCameraPawn = Cast<ACameraPawn>(GetPawn());if (MyCameraPawn) {MyCameraPawn->Pany(y);}}
}void AMyPlayerController::Back()
{if (GetPawn()){ACameraPawn* MyCameraPawn = Cast<ACameraPawn>(GetPawn());if (MyCameraPawn) {MyCameraPawn->Back();}}
}
6.需要在ProjectSetting里面,設(shè)置使用的按鍵。
三.可能需要注意的
1.Pawn這里,需要Poccess。不然會(huì)控制不到。
2.SpringArm設(shè)置視角的位置。Camera最好都是相對(duì)位置為0,這樣視角返回默認(rèn)值可以用。
MyCamera->SetRelativeLocation(FVector(0,0,0));