프로그래밍/Unreal

[08]Battery Collector_power추가, 아이템 획득시 power 증가시키기

redjam0123 2017. 5. 7. 20:19
 11.Adding Power to the Game

 

BatteryPickup.h

 

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// Fill out your copyright notice in the Description page of Project Settings.
 
#pragma once
 
#include "Pickup.h"
#include "BatteryPickup.generated.h"
 
UCLASS()
class BATTERYCOLLECTOR_API ABatteryPickup : public APickup
{
    GENERATED_BODY()
 
    // Sets default values for this actor's properties
public:
    ABatteryPickup();
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;
 
    /**Override the WasCollected function_us Implementation
    because it's a Bluepirnt Native Event*/
    void WasCollected_Implementation() override;
    /*Public way to access the battery's power level*/
    float GetPower();
 
protected:
    /*Set the amount of power the battery gives to the Character*/
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power")
    float BatteryPower;
};
 
cs

23) BatteryPower에 접근하기 위한 public

28) 캐릭터에게 줄 power 양.

 

BatteryPickup.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
 
#include "BatteryCollector.h"
#include "BatteryPickup.h"
 
//Set Default values
ABatteryPickup::ABatteryPickup(){  
    BatteryPower = 150.0f;
}
void ABatteryPickup::BeginPlay()
{
    Super::BeginPlay();
    GetMesh()->SetSimulatePhysics(true);
}
 
void ABatteryPickup::WasCollected_Implementation(){
    //Use the base pickup behavior
    Super::WasCollected_Implementation();
    //Destroy the battery
    Destroy();
}
 
float ABatteryPickup::GetPower(){
    return BatteryPower;
}
 
cs

9)초기값

 

 

 

BatteryCollectorCharacter.h

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Character.h"
#include "BatteryCollectorCharacter.generated.h"
 
UCLASS(config=Game)
class ABatteryCollectorCharacter : public ACharacter
{
    GENERATED_BODY()
 
    /** Camera boom positioning the camera behind the character */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
    class USpringArmComponent* CameraBoom;
 
    /** Follow camera */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
    class UCameraComponent* FollowCamera;
 
    /** Collection sphere */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
    class USphereComponent* CollectionSphere;
public:
    ABatteryCollectorCharacter();
 
    /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
    float BaseTurnRate;
 
    /** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
    float BaseLookUpRate;
 
    /**Accessor function for initial power*/
    UFUNCTION(BlueprintPure, Category = "Power")
    float GetInitialPower();
 
    /**Accessor function for current power*/
    UFUNCTION(BlueprintPure, Category = "Power")
    float GetCurrentPower();
 
    /*
    *Function to update the character's power
    *@param PowerChange This is the amount to change the power by, and it can be positive
    */
    UFUNCTION(BlueprintCallable, Category = "Power")
    void UpdatePower(float PowerChange);
 
protected:
 
    /** Called for forwards/backward input */
    void MoveForward(float Value);
 
    /** Called for side to side input */
    void MoveRight(float Value);
 
    /** 
     * Called via input to turn at a given rate. 
     * @param Rate    This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
     */
    void TurnAtRate(float Rate);
 
    /**
     * Called via input to turn look up/down at a given rate. 
     * @param Rate    This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
     */
    void LookUpAtRate(float Rate);
 
    /** Handler for when a touch input begins. */
    void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
 
    /** Handler for when a touch input stops. */
    void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
 
protected:
    // APawn interface
    virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
    // End of APawn interface
    /*CAlled when we press a key to collect any pickups inside the CollectionSphere*/
    UFUNCTION(BlueprintCallable, Category = "Pickups")
    void CollectPickups();
 
    /**The starting power level of our character*/
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power")
    float InitialPower;
 
private:
    /**Current power level of our character*/
    UPROPERTY(VisibleAnywhere, Category = "Power")
    float CharacterPower;
 
public:
    /** Returns CameraBoom subobject **/
    FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
    /** Returns FollowCamera subobject **/
    FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
    /**return collectionsphere subobject*/
    FORCEINLINE class USphereComponent* GetCollectionSphere() const { return CollectionSphere; }
};
 
 
cs

 

84) 시작할때 power

89) 계속 업데이트될 현재 power

47)값은 양수또는 음수일수 있음, 이를 더해주는 방법으로 함수 한개만을 이용해서 값을 증가/감소 시킬수 있음

 

BatteryCollectorCharacter.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
 
#include "BatteryCollector.h"
#include "BatteryCollectorCharacter.h"
#include "Pickup.h"
//////////////////////////////////////////////////////////////////////////
// ABatteryCollectorCharacter
 
ABatteryCollectorCharacter::ABatteryCollectorCharacter()
{
    // Set size for collision capsule
    GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
 
    // set our turn rates for input
    BaseTurnRate = 45.f;
    BaseLookUpRate = 45.f;
 
    // Don't rotate when the controller rotates. Let that just affect the camera.
    bUseControllerRotationPitch = false;
    bUseControllerRotationYaw = false;
    bUseControllerRotationRoll = false;
 
    // Configure character movement
    GetCharacterMovement()->bOrientRotationToMovement = true// Character moves in the direction of input...    
    GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
    GetCharacterMovement()->JumpZVelocity = 600.f;
    GetCharacterMovement()->AirControl = 0.2f;
 
    // Create a camera boom (pulls in towards the player if there is a collision)
    CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
    CameraBoom->AttachTo(RootComponent);
    CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character    
    CameraBoom->bUsePawnControlRotation = true// Rotate the arm based on the controller
 
    // Create a follow camera
    FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
    FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
    FollowCamera->bUsePawnControlRotation = false// Camera does not rotate relative to arm
 
    //create the collection sphere
    CollectionSphere = CreateDefaultSubobject<USphereComponent>(TEXT("CollectionSphere"));
    CollectionSphere->AttachTo(RootComponent);
    CollectionSphere->SetSphereRadius(300.0f);
 
    // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) 
    // are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
 
    /**set a base power level for the character*/
    InitialPower = 2000.0f;
    CharacterPower = InitialPower;
}
 
 
//////////////////////////////////////////////////////////////////////////
// Input
 
void ABatteryCollectorCharacter::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
    // Set up gameplay key bindings
    check(InputComponent);
    InputComponent->BindAction("Jump", IE_Pressed, this&ACharacter::Jump);
    InputComponent->BindAction("Jump", IE_Released, this&ACharacter::StopJumping);
 
    InputComponent->BindAction("Collect", IE_Pressed, this&ABatteryCollectorCharacter::CollectPickups);
 
    InputComponent->BindAxis("MoveForward"this&ABatteryCollectorCharacter::MoveForward);
    InputComponent->BindAxis("MoveRight"this&ABatteryCollectorCharacter::MoveRight);
 
    // We have 2 versions of the rotation bindings to handle different kinds of devices differently
    // "turn" handles devices that provide an absolute delta, such as a mouse.
    // "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
    InputComponent->BindAxis("Turn"this&APawn::AddControllerYawInput);
    InputComponent->BindAxis("TurnRate"this&ABatteryCollectorCharacter::TurnAtRate);
    InputComponent->BindAxis("LookUp"this&APawn::AddControllerPitchInput);
    InputComponent->BindAxis("LookUpRate"this&ABatteryCollectorCharacter::LookUpAtRate);
 
    // handle touch devices
    InputComponent->BindTouch(IE_Pressed, this&ABatteryCollectorCharacter::TouchStarted);
    InputComponent->BindTouch(IE_Released, this&ABatteryCollectorCharacter::TouchStopped);
}
 
 
void ABatteryCollectorCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
    // jump, but only on the first touch
    if (FingerIndex == ETouchIndex::Touch1)
    {
        Jump();
    }
}
 
void ABatteryCollectorCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
    if (FingerIndex == ETouchIndex::Touch1)
    {
        StopJumping();
    }
}
 
void ABatteryCollectorCharacter::TurnAtRate(float Rate)
{
    // calculate delta for this frame from the rate information
    AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
 
void ABatteryCollectorCharacter::LookUpAtRate(float Rate)
{
    // calculate delta for this frame from the rate information
    AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
 
void ABatteryCollectorCharacter::MoveForward(float Value)
{
    if ((Controller != NULL&& (Value != 0.0f))
    {
        // find out which way is forward
        const FRotator Rotation = Controller->GetControlRotation();
        const FRotator YawRotation(0, Rotation.Yaw, 0);
 
        // get forward vector
        const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
        AddMovementInput(Direction, Value);
    }
}
 
void ABatteryCollectorCharacter::MoveRight(float Value)
{
    if ( (Controller != NULL&& (Value != 0.0f) )
    {
        // find out which way is right
        const FRotator Rotation = Controller->GetControlRotation();
        const FRotator YawRotation(0, Rotation.Yaw, 0);
    
        // get right vector 
        const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
        // add movement in that direction
        AddMovementInput(Direction, Value);
    }
}
 
void ABatteryCollectorCharacter::CollectPickups(){
    //Get all overlapping actors and store them in an array
    //CollectionSphere와 오버랩되는 모든 액터를 배열로 받아옴
    TArray < AActor* > CollectedActors;
    CollectionSphere->GetOverlappingActors(CollectedActors);
    //For each Actor we collected
    for (int32 iCollected = 0; iCollected < CollectedActors.Num(); ++iCollected){
        // Cast the actor to APickup
           APickup* const TestPickup = Cast<APickup>(CollectedActors[iCollected]);
            //If the cast is successful and the pickup is valid and active
        if (TestPickup && !TestPickup->IsPendingKill() && TestPickup->IsActive()){
            //call the pickup's wascollected function
            TestPickup->WasCollected();
            //deactivate the pickup
            TestPickup->SetActive(false);
        }
    }        
}
 
//reports starting power
float ABatteryCollectorCharacter::GetInitialPower(){
    return InitialPower;
}
//reports current power
float ABatteryCollectorCharacter::GetCurrentPower(){
    return CharacterPower;
}
 
void ABatteryCollectorCharacter::UpdatePower(float PowerChange){
    CharacterPower = CharacterPower + PowerChange;
}
 
cs

 49,50)초기값

 163~)추가

 

 

12.Powering Up the Character

05.08

BatteryPickup.h

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// Fill out your copyright notice in the Description page of Project Settings.
 
#pragma once
 
#include "Pickup.h"
#include "BatteryPickup.generated.h"
 
UCLASS()
class BATTERYCOLLECTOR_API ABatteryPickup : public APickup
{
    GENERATED_BODY()
 
    // Sets default values for this actor's properties
public:
    ABatteryPickup();
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;
 
    /**Override the WasCollected function_us Implementation
    because it's a Bluepirnt Native Event*/
    void WasCollected_Implementation() override;
    /*Public way to access the battery's power level*/
    float GetPower();
 
protected:
    /*Set the amount of power the battery gives to the Character*/
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power")
    float BatteryPower;
};
 
cs

BatteryPickup.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
 
#include "BatteryCollector.h"
#include "BatteryPickup.h"
 
//Set Default values
ABatteryPickup::ABatteryPickup(){
    BatteryPower = 150.0f;
}
void ABatteryPickup::BeginPlay()
{
    Super::BeginPlay();
    GetMesh()->SetSimulatePhysics(true);
}
 
void ABatteryPickup::WasCollected_Implementation(){
    //Use the base pickup behavior
    Super::WasCollected_Implementation();
    //Destroy the battery
    Destroy();
}
 
float ABatteryPickup::GetPower(){
    return BatteryPower;
}
 
cs

BatteryCollectorCharacter.h

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Character.h"
#include "BatteryCollectorCharacter.generated.h"
 
UCLASS(config=Game)
class ABatteryCollectorCharacter : public ACharacter
{
public:
    /**Function to update the character's power
    *@param PowerChange This is the amount to change the power by, and it can be positive*/
    UFUNCTION(BlueprintCallable, Category = "Power")
    void UpdatePower(float PowerChange);
};
 
cs

12,13) 캐릭터 파워 업데이트 기능추가

값은 양수또는 음수일수 있다

이를 더해주는 방법으로 함수 한개만을 이용해서 값을 증가/감소 시킬수 있음

 

 

BatteryCollectorCharacter.cpp

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#include "BatteryCollector.h"
#include "BatteryCollectorCharacter.h"
#include "Pickup.h"
#include "BatteryPickup.h"
//////////////////////////////////////////////////////////////////////////
// ABatteryCollectorCharacter
 
ABatteryCollectorCharacter::ABatteryCollectorCharacter()
{/**set a base power level for the character*/
    InitialPower = 2000.0f;
    CharacterPower = InitialPower;
}
void ABatteryCollectorCharacter::CollectPickups(){
    //Get all overlapping actors and store them in an array
    TArray < AActor* > CollectedActors;
    CollectionSphere->GetOverlappingActors(CollectedActors);
     //keep track of the collected battery power
    float CollectedPower = 0;
    //For each Actor we collected
    for (int32 iCollected = 0; iCollected < CollectedActors.Num(); ++iCollected){
        // Cast the actor to APickup
        APickup* const TestPickup = Cast<APickup>(CollectedActors[iCollected]);
            //If the cast is successful and the pickup is valid and active
        if (TestPickup && !TestPickup->IsPendingKill() && TestPickup->IsActive()){
            //call the pickup's wascollected function
            TestPickup->WasCollected();
            //Check to see if the pickup is also a battery
            ABatteryPickup* const TestBattery = Cast<ABatteryPickup>(TestPickup);
            if (TestBattery){
                //increase the collected power
                CollectedPower += TestBattery->GetPower();
            }
            //deactivate the pickup
            TestPickup->SetActive(false);
        }
    }    
    if (CollectedPower > 0){
        UpdatePower(CollectedPower);
    }
}
 
cs

19) 초기화

30) 아이템이 배터리인지 형변환으로 확인

31) 형변환 성공했으면

33)power 증가 시키고 GetPower 접근함수 써서 속에 든 값을 가져올수있게

39~)변동값이 있는지 확인

 

 

아이템 획득시 Character Power가 증가되는걸 볼수 있다.