主要思路是,建立一个接口Unreal Interface,对需要检测的敌人添加这个接口,当射线检测Result对象继承了该接口时,就让HUD中的准星颜色变红。
首先新建一个Unreal Interface:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "InteractWithCrosshairsInterface.generated.h"
// This class does not need to be modified.
UINTERFACE(MinimalAPI)
class UInteractWithCrosshairsInterface : public UInterface
{
GENERATED_BODY()
};
/**
*
*/
class TPS_API IInteractWithCrosshairsInterface
{
GENERATED_BODY()
// Add interface functions to this class. This is the class that will be inherited to implement this interface.
public:
};
对武器射线检测的返回值进行检测,对这个Result进行GetActor(),判断这个Actor是否实现了接口,若实现,就将准星颜色置为红,否则置为白。射线检测是每帧执行的:
if(TraceHitResult.GetActor() && TraceHitResult.GetActor()->Implements<UInteractWithCrosshairsInterface>())
{
HUDPackage.CrosshairColor = FLinearColor::Red;
}
else
{
HUDPackage.CrosshairColor = FLinearColor::White;
}
这个HUDPackage是一个FHUDPackage类型结构体,用来显示准星,主要包含上下左右中几个Texture变量、准星扩散速度以及准星颜色。在我的项目中,其定义如下:
USTRUCT(BlueprintType)
struct FHUDPackage
{
GENERATED_BODY()
public:
UTexture2D* CrosshairsCenter;
UTexture2D* CrosshairsLeft;
UTexture2D* CrosshairsRight;
UTexture2D* CrosshairsTop;
UTexture2D* CrosshairsBottom;
float CrosshairSpread;
FLinearColor CrosshairColor;
};
在射线检测到实现了接口的对象时,将HUD中的CrosshairColor改变颜色即可。最后不要忘记在敌人类中继承这个接口:
class TPS_API AEnemy : public ACharacter, public IInteractWithCrosshairsInterface