一.创建
二.UI里声明变量
创建类
public:
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = "MyWidget")
float CurrentHealth = 100.0f;
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = "MyWidget")
float MaxHealth = 100.0f; //可以给默认值
绑定监听函数
函数里使用父类变量进行计算 百分比
三.在Character里声明
重写受伤虚函数
#include "MyHealthWidget.h"
UWidgetComponent* MyWidgetHealth;
virtual float TakeDamage(float DamageAmount,FDamageEvent const &DamageEvent,class AController*EventInstigator,AActor* DamagerCausser)override; //重写系统内部的TakeDamage
四.编写逻辑
创建对象
MyWidgetHealth = CreateDefaultSubobject<UWidgetComponent>(TEXT("MyWidgetComponent"));
MyWidgetHealth->SetupAttachment(RootComponent);
static ConstructorHelpers::FClassFinder<UUserWidget>WidgetClass(TEXT("/Script/UMGEditor.WidgetBlueprint'/Game/UMG_Health.UMG_Health_C'")); //静态加载
MyWidgetHealth->SetWidgetClass(WidgetClass.Class);
MyWidgetHealth->SetRelativeLocation(FVector(0,0,100));
MyWidgetHealth->SetWidgetSpace(EWidgetSpace::Screen); // 输出到屏幕
MyWidgetHealth->SetDrawSize(FVector2D(400,20));
受伤-5血量
float AMyCharacter::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamagerCausser)
{
UMyHealthWidget* MyWidget = Cast<UMyHealthWidget>(MyWidgetHealth->GetUserWidgetObject());
if (MyWidget)
{
if (MyWidget->CurrentHealth > 0)
{
MyWidget->CurrentHealth -= 5.f;
}
else
{
return 0.f;
}
}
return 0.0f;
}
五.造成角色伤害物体
#include "Kismet/GameplayStatics.h" //Aplaydamage 函数库里的头文件
#include "MyCharacter.h" //后面用于转化
UFUNCTION()
void BeginOverlapFunction(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
UFUNCTION()
void EndOverlapFunction( UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); //四个参数
// FComponentEndOverlapSignature, UPrimitiveComponent, OnComponentEndOverlap, UPrimitiveComponent*, OverlappedComponent, AActor*, OtherActor, UPrimitiveComponent*, OtherComp, int32, OtherBodyIndex
UFUNCTION()
void HitOverlaoFunction(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
//UPrimitiveComponent*, HitComponent, AActor*, OtherActor, UPrimitiveComponent*, OtherComp, FVector, NormalImpulse, const FHitResult&, Hit
逻辑碰撞,判断是否是角色。再造成ApplyDamage伤害。
void AMyActor::BeginOverlapFunction(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
AMyCharacter* MyCharacter = Cast<AMyCharacter>(OtherActor); //转换
if (MyCharacter)
{
UGameplayStatics::ApplyDamage(MyCharacter,5.0f,nullptr,this,UDamageType::StaticClass()); //应用伤害
}
GEngine->AddOnScreenDebugMessage(-1,5.0f,FColor::Red,TEXT("BeginOverLapEvent is Success"));
MyParticle->Activate(); //激活
}
void AMyActor::EndOverlapFunction( UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
MyParticle->Deactivate(); //失效
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("EndOverlapEvent is Success"));
}
void AMyActor::HitOverlaoFunction(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("HitOverlapEvent is Success"));
}