UE4动态生产Actor

还是使用上次创建的浮动平台

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "FloatingActor.generated.h"

UCLASS()
class AFloatingActor : public AActor {
    
    
	GENERATED_BODY()

public:
	// Sets default values for this actor's properties
	AFloatingActor();

	UPROPERTY(VisibleAnywhere, Category = "AAA")
	UStaticMeshComponent* VisualMesh;
protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:
	//子弹爆炸的粒子效果
	UPROPERTY(EditDefaultsOnly, Category = "AAA")
	class UParticleSystem* projectileParticle;
public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	//线程函数
	UFUNCTION()
	void checkOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult&SweepResult);
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "FloatingActor.h"
#include "Components/SceneComponent.h"
#include "TrueFPSProjectProjectile.h"
#include "Particles/ParticleSystem.h"
#include "Kismet/GameplayStatics.h"

// Sets default values
AFloatingActor::AFloatingActor() {
    
    
	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	//if (USceneComponent * ExistingRootComponent = GetRootComponent()) {
    
    
	VisualMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
	VisualMesh->SetupAttachment(RootComponent);
}

// Called when the game starts or when spawned
void AFloatingActor::BeginPlay() {
    
    
	Super::BeginPlay();
	VisualMesh->OnComponentBeginOverlap.AddDynamic(this, &AFloatingActor::checkOverlap);
}

// Called every frame
void AFloatingActor::Tick(float DeltaTime) {
    
    
	Super::Tick(DeltaTime);

	FVector NewLocation = GetActorLocation();
	FRotator NewRotation = GetActorRotation();

	//获取物体当前的运行时间
	float RunningTime = GetGameTimeSinceCreation();
	float DeltaHeight = (FMath::Sin(RunningTime + DeltaTime) - FMath::Sin(RunningTime));
	NewLocation.Z += DeltaHeight * 20.0f;       //Scale our height by a factor of 20
	float DeltaRotation = DeltaTime * 20.0f;    //Rotate by 20 degrees per second
	NewRotation.Yaw += DeltaRotation;
	SetActorLocationAndRotation(NewLocation, NewRotation);
}

void AFloatingActor::checkOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
    
    
	ATrueFPSProjectProjectile* projectile = Cast<ATrueFPSProjectProjectile>(OtherActor);
	if (projectile){
    
    
		UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), projectileParticle, GetTransform());

		projectile->Destroy();
		Destroy();
	}
}

新建一个包含AFloatingActor的Actor,命名为:SpwanActor

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "SpawnActor.generated.h"

UCLASS()
class TRUEFPSPROJECT_API ASpawnActor : public AActor {
    
    
	GENERATED_BODY()

public:
	// Sets default values for this actor's properties
	ASpawnActor();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;

public:
	UPROPERTY(EditAnywhere, Category = "AAA")
	TSubclassOf<class AFloatingActor> subFloatingActor;

	float baseTime = 0.0;
};

// Fill out your copyright notice in the Description page of Project Settings.


#include "SpawnActor.h"
#include "FloatingActor.h"

// Sets default values
ASpawnActor::ASpawnActor() {
    
    
	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
}

// Called when the game starts or when spawned
void ASpawnActor::BeginPlay() {
    
    
	Super::BeginPlay();

}

// Called every frame
void ASpawnActor::Tick(float DeltaTime) {
    
    
	Super::Tick(DeltaTime);

	//每隔3秒生产一个Actor
	if ((baseTime += DeltaTime) <= 3.0){
    
    
		return;
	}
	baseTime = 0.0;
	UWorld* world = GetWorld();
	if (world){
    
    
		FVector spawnLocation = GetActorLocation();
		FRotator spwanRotation = GetActorRotation();

		FActorSpawnParameters spawnParam;
		spawnParam.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
		world->SpawnActor<AFloatingActor>(subFloatingActor, spawnLocation, spwanRotation, spawnParam);
	}
}

在这里插入图片描述
aaa

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转载自blog.csdn.net/wb175208/article/details/128046409