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2. 在C++中控制相机视图

  1. 我们现在可以创建一个C++类来控制相机视图了。 在这个教程中,我们可以扩展 Actor 为新类,我们将其称之为CameraDirector。

    NameActorClass.png

  2. CameraDirector.h 中,我们添加以下代码到 ACameraDirector 类定义的底部位置:

    UPROPERTY(EditAnywhere)
    AActor* CameraOne;
    
    UPROPERTY(EditAnywhere)
    AActor* CameraTwo;
    
    float TimeToNextCameraChange;

    UPROPERTY 宏使得变量对 虚幻引擎 可见。 这样,当我们启动游戏或在之后的工作部分重新载入关卡或项目时,这些变量中设置的值将不会被重置。 我们还添加了 EditAnywhere 关键帧,这让我们可以在 虚幻编辑器 中设置CameraOne(相机1)和CameraTwo(相机2)。

  3. CameraDirector.cpp中,添加如下代码行到文件的顶部位置,位于其它"#include"行的正下方:

    #include "Kismet/GameplayStatics.h"

    GameplayStatics头文件让我们可以访问一些有用的通用函数,其中一个可供我们用于本教程。 完成后,添加以下代码到 ACameraDirector::Tick 的底部位置:

    const float TimeBetweenCameraChanges = 2.0f;
    const float SmoothBlendTime = 0.75f;
    TimeToNextCameraChange -= DeltaTime;
    if (TimeToNextCameraChange <= 0.0f)
    {
        TimeToNextCameraChange += TimeBetweenCameraChanges;
    
        //搜寻处理本地玩家控制的actor。
        APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);
        if (OurPlayerController)
        {
            if ((OurPlayerController->GetViewTarget() != CameraOne) && (CameraOne != nullptr))
            {
                // 立即切换到相机1。
                OurPlayerController->SetViewTarget(CameraOne);
            }
            else if ((OurPlayerController->GetViewTarget() != CameraTwo) && (CameraTwo != nullptr))
            {
                // 平滑地混合到相机2。
                OurPlayerController->SetViewTargetWithBlend(CameraTwo, SmoothBlendTime);
            }
        }
    }

    这个代码将可以让我们每隔3秒在两个不同的相机间切换默认玩家的视图。

  4. 现在我们的代码可进行编译,我们可以返回到 虚幻编辑器 并按下 编译 按钮。


不需要其它代码了。 我们现在可以在世界中设置CameraDirector了。

完成的代码

MyPawn.h

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.

#pragma once

#include "GameFramework/Actor.h"
#include "CameraDirector.generated.h"

UCLASS()
class HOWTO_AUTOCAMERA_API ACameraDirector : public AActor
{
    GENERATED_BODY()

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

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

    // Called every frame
    virtual void Tick( float DeltaSeconds ) override;

    UPROPERTY(EditAnywhere)
    AActor* CameraOne;

    UPROPERTY(EditAnywhere)
    AActor* CameraTwo;

    float TimeToNextCameraChange;
};

MyPawn.cpp

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.

#include "HowTo_AutoCamera.h"
#include "CameraDirector.h"
#include "Kismet/GameplayStatics.h"

// Sets default values
ACameraDirector::ACameraDirector()
{
    // 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 ACameraDirector::BeginPlay()
{
    Super::BeginPlay();

}

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

    const float TimeBetweenCameraChanges = 2.0f;
    const float SmoothBlendTime = 0.75f;
    TimeToNextCameraChange -= DeltaTime;
    if (TimeToNextCameraChange <= 0.0f)
    {
        TimeToNextCameraChange += TimeBetweenCameraChanges;

        //Find the actor that handles control for the local player.
        APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);
        if (OurPlayerController)
        {
            if ((OurPlayerController->GetViewTarget() != CameraOne) && (CameraOne != nullptr))
            {
                //Cut instantly to camera one.
                OurPlayerController->SetViewTarget(CameraOne);
            }
            else if ((OurPlayerController->GetViewTarget() != CameraTwo) && (CameraTwo != nullptr))
            {
                //Blend smoothly to camera two.
                OurPlayerController->SetViewTargetWithBlend(CameraTwo, SmoothBlendTime);
            }
        }
    }
}