04 - Adding Variables & Functions

繼續(xù)完善PickUP類

直接上圖


其中需要注意的是IsActive函數(shù)設(shè)置的藍(lán)圖屬性是BlueprintPure 表明該函數(shù)只是讀取數(shù)據(jù) 不做修改類似C#中的get域

最終。h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "GameFramework/Actor.h"

#include "PickUp.generated.h"

UCLASS()

class BATTERYCOLLECTOR_API APickUp : public AActor

{

GENERATED_BODY()

public:

// Sets default values for this actor's properties

APickUp();

protected:

// Called when the game starts or when spawned

virtual void BeginPlay() override;

UFUNCTION(BlueprintPure, Category = "Pickup")

bool IsActive();

UFUNCTION(BlueprintCallable, Category = "Pickup")

void SetActive(bool NewPickupState);

public:

// Called every frame

virtual void Tick(float DeltaTime) override;

FORCEINLINE class UStaticMeshComponent* GetMesh()const { return PickupMesh; }

protected:

bool bIsActive;

private:

UPROPERTY(VisibleAnyWhere, BlueprintReadOnly, Category = "Pickup", meta=(AllowPrivateAccess = "true"))

UStaticMeshComponent* PickupMesh;

};

最終。cpp

// Fill out your copyright notice in the Description page of Project Settings.#include "BatteryCollector.h"#include "PickUp.h"http:// Sets default valuesAPickUp::APickUp(){ // Set this actor to call Tick() every frame.? You can turn this off to improve performance if you don't need it.PrimaryActorTick.bCanEverTick = false;PickupMesh = CreateDefaultSubobject(TEXT("PickupMesh"));

RootComponent = PickupMesh;

bIsActive = true;

}

// Called when the game starts or when spawned

void APickUp::BeginPlay()

{

Super::BeginPlay();

}

// Called every frame

void APickUp::Tick(float DeltaTime)

{

Super::Tick(DeltaTime);

}

bool APickUp::IsActive()

{

return bIsActive;

}

void APickUp::SetActive(bool NewPickupState)

{

this->bIsActive = NewPickupState;

}

進(jìn)入U(xiǎn)E4 找到PickUP 右鍵 創(chuàng)建子類藍(lán)圖


最后編輯于
?著作權(quán)歸作者所有,轉(zhuǎn)載或內(nèi)容合作請聯(lián)系作者
平臺聲明:文章內(nèi)容(如有圖片或視頻亦包括在內(nèi))由作者上傳并發(fā)布,文章內(nèi)容僅代表作者本人觀點(diǎn),簡書系信息發(fā)布平臺,僅提供信息存儲服務(wù)。

推薦閱讀更多精彩內(nèi)容

  • 在PickUP中 添加WasCollected 函數(shù) 他的屬性為BlueprindNativeEvent 是優(yōu)先調(diào)...
    鏡月s閱讀 460評論 0 0
  • 生成用來創(chuàng)建電池的volume 添加新的C++ actor類 SpawnVolume 為Actor類添加一個(gè)UBo...
    鏡月s閱讀 461評論 0 0
  • 給SpawnVolume添加 生成電池控制函數(shù) 通過該函數(shù) 添加 刪除電池生成定時(shí)器定時(shí)器 最終SpawnVolu...
    鏡月s閱讀 767評論 0 0
  • 創(chuàng)建定時(shí)器來定時(shí)生成電池到場景中最終 SpawnVolume.h// Fill out your copyrigh...
    鏡月s閱讀 790評論 0 0
  • 辛苦總是伴隨著喜悅與無法比擬的幸福悄悄向你走來,僅需你用心的對待與細(xì)心的感受! 雖然早晨就因連續(xù)兩...
    唯美兒閱讀 459評論 0 4