void APlayingCharacter::MoveForward(float val)
{
AddMovementInput(GetActorForwardVector(), val);
}
void APlayingCharacter::MoveBack(float val)
{
AddMovementInput(-GetActorForwardVector(), val);
}
void APlayingCharacter::MoveRight(float val)
{
AddMovementInput(GetActorRightVector(), val);
}
void APlayingCharacter::MoveLeft(float val)
{
AddMovementInput(-GetActorRightVector(), val);
}
AddMovementInput() 这个函数会根据第一个参数的值去移动角色,第二个参数是个浮点数,如果这个数是 1 的话,那么它会按照第一个参数的方向去添加,如果第二个参数是 -1 的话,那么会往第一个参数的反方向去添加。
APlayingCharacter.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "PlayingCharacter.generated.h"
UCLASS()
class GAMEPROJECT_API APlayingCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
APlayingCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
void MoveForward(float val);//人物往前移动
void MoveBack(float val); //人物向后
void MoveRight(float val); //人物向右
void MoveLeft(float val); //人物向左
};
APlayingCharacter.Cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "PlayingCharacter.h"
// Sets default values
APlayingCharacter::APlayingCharacter()
{
// Set this character 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 APlayingCharacter::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void APlayingCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void APlayingCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
InputComponent->BindAxis("MoveForward", this, &APlayingCharacter::MoveForward);
InputComponent->BindAxis("MoveBack", this, &APlayingCharacter::MoveBack);
InputComponent->BindAxis("MoveRight", this, &APlayingCharacter::MoveRight);
InputComponent->BindAxis("MoveLeft", this, &APlayingCharacter::MoveLeft);
InputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
InputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
}
void APlayingCharacter::MoveForward(float val)
{
AddMovementInput(GetActorForwardVector(), val);
}
void APlayingCharacter::MoveBack(float val)
{
AddMovementInput(-GetActorForwardVector(), val);
}
void APlayingCharacter::MoveRight(float val)
{
AddMovementInput(GetActorRightVector(), val);
}
void APlayingCharacter::MoveLeft(float val)
{
AddMovementInput(-GetActorRightVector(), val);
}
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