1.PlayerCameraManager:主要用来帮助Controller管理Camera的。 /** Camera manager associated with this Player Controller. */UPROPERTY(BlueprintReadOnly,Category=PlayerController)TObjectPtr<APlayerCameraManager>PlayerCameraManager;/** PlayerCamera class should be set for each game, otherwise Engine.PlayerCamera...
m_Camera是鼠标输入,target是目标人物,targetHeight,targetSide控制相机的上下左右位置,distance控制相机与人物的距离,maxDistance和minDistance则是距离的上下限,防止相机靠得太近或离得太远,xSpeed是左右移动视角时的旋转速度,ySpeed是上下移动视角时的旋转速度,yMinLimit和yMaxLimit是控制上下移动视角的界限,zoomRate是...
inputActions.PlayerMovement.Camera.performed += i => cameraInput = i.ReadValue<Vector2>(); 1. 2. 👆将PlayerControl中的Movement传给Vector2movementInput,把Camera传给Vector2cameraInput中。 private void MoveInput(float delta) { horizontal = movementInput.x; vertical = movementInput.y; moveAmount...
Camera的管理,目的都是为了控制玩家的视角,所以有了PlayerCameraManager这一个关联很紧密的摄像机管理类,用来方便的切换摄像机。PlayerController的ControlRotation、ViewTarget等也都是为了更新Camera的位置。因为跟Camera的关系紧密,而Camera最后输出的是屏幕坐标里的图像,所以为了方便一些拾取的HitResult函数也都是实现在这里...
先抛开具体的引擎而言,首先你需要能看见(拥有Camera和位置),其次你必须能响应输入(玩家按WASD你应该能接收到),然后你可以根据输入操控一些Pawn(Possess然后传递Input),这样一个单机游戏中的简单玩家控制器就差不多了。一个游戏中只有一个PlayerController,在不同的关卡中你可以使用不同的PlayerController,但是同一时刻...
Camera的管理,目的都是为了控制玩家的视角,所以有了PlayerCameraManager这一个关联很紧密的摄像机管理类,用来方便的切换摄像机。PlayerController的ControlRotation、ViewTarget等也都是为了更新Camera的位置。因为跟Camera的关系紧密,而Camera最后输出的是屏幕坐标里的图像,所以为了方便一些拾取的HitResult函数也都是实现在这里...
Spawn cameras for servers and owning players
PlayerController里面有播放动画的几个成员函数, /** Play the indicated CameraAnim on this camera. * @param AnimToPlay - Camera animation to play * @param Scale - "Intensity" scalar. This …
player_camera_manager (PlayerCameraManager): [Read-Write] Camera manager associated with this Player Controller. player_camera_manager_class (type(Class)): [Read-Write] PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is used player_is_waiting (bool): [Read-...
player_camera_manager_class(type(Class)): [Read-Write] Player Camera Manager Class: PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is used player_is_waiting(bool): [Read-Only] Player Is Waiting: True if PlayerController is currently waiting for the match ...