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UE RPG游戏开发练手 第二十二课 卸下手上武器

UE RPG游戏开发练手 第二十二课 卸下手上武器

1.为武器类添加输入映射和新的技能集,当武器装备到手上就需要使用这个新的输入映射以及让角色学习武器的技能集

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2.新建GA_UnEquip卸载武器技能

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3.新建装备好武器后的按键映射

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4.配置技能的GameplayTag和InputAction的映射关系

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配置技能输入映射,当IA_UnEquip的输入被触发就会通过InputTag.UnEquipAxe这个GameplayTag去查找当前可激活的技能来激活使用

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5.为武器配置好输入映射以及GA_UnEquip技能

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6.技能系统组件增加学习技能接口和移除技能接口

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MyAbilitySystemComponent.h完整代码

// Fill out your copyright notice in the Description page of Project Settings.#pragma once#include "CoreMinimal.h"
#include "AbilitySystemComponent.h"
#include "Structs/HeroWeaponData.h"
#include "MyAbilitySystemComponent.generated.h"
/*** */
UCLASS()
class RPGGAMETEST_API UMyAbilitySystemComponent : public UAbilitySystemComponent
{GENERATED_BODY()
public:void OnAbilityInputPressed(const FGameplayTag& InInputTag);void OnAbilityInputReleased(const FGameplayTag& InInputTag);// 传入技能数组,调用学习技能,输出技能的句柄列表void GrantHeroWeaponAbilities(const TArray<FHeroAbilitySet>& InDefaultWeaponAbilities,int32 ApplyLevel, TArray<FGameplayAbilitySpecHandle>& OutGrantedAbilitySpecHandles);// 传入技能句柄列表将技能移除void RemovedGrantedHeroWeaponAbilities(UPARAM(ref) TArray<FGameplayAbilitySpecHandle>& InSpecHandlesToRemove);
};

MyAbilitySystemComponent.cpp完整代码

// Fill out your copyright notice in the Description page of Project Settings.#include "MyAbilitySystemComponent.h"
#include "MyGameplayAbility.h"
void UMyAbilitySystemComponent::OnAbilityInputPressed(const FGameplayTag& InInputTag)
{if (!InInputTag.IsValid()){return;}// 查找激活的能力for (const FGameplayAbilitySpec& AbilitySpec : GetActivatableAbilities()){if (!AbilitySpec.DynamicAbilityTags.HasTagExact(InInputTag)) continue;TryActivateAbility(AbilitySpec.Handle);}
}void UMyAbilitySystemComponent::OnAbilityInputReleased(const FGameplayTag& InInputTag)
{}void UMyAbilitySystemComponent::GrantHeroWeaponAbilities(const TArray<FHeroAbilitySet>& InDefaultWeaponAbilities, int32 ApplyLevel, TArray<FGameplayAbilitySpecHandle>& OutGrantedAbilitySpecHandles)
{if (InDefaultWeaponAbilities.IsEmpty()){return;}for (const FHeroAbilitySet& AbilitySet : InDefaultWeaponAbilities){if (!AbilitySet.IsValid()) continue;FGameplayAbilitySpec AbilitySpec(AbilitySet.AbilityToGrant);AbilitySpec.SourceObject = GetAvatarActor();AbilitySpec.Level = ApplyLevel;AbilitySpec.DynamicAbilityTags.AddTag(AbilitySet.InputTag);OutGrantedAbilitySpecHandles.AddUnique(GiveAbility(AbilitySpec));}
}void UMyAbilitySystemComponent::RemovedGrantedHeroWeaponAbilities(UPARAM(ref)TArray<FGameplayAbilitySpecHandle>& InSpecHandlesToRemove)
{if (InSpecHandlesToRemove.IsEmpty()){return;}for (const FGameplayAbilitySpecHandle& SpecHandle : InSpecHandlesToRemove){if (SpecHandle.IsValid()){ClearAbility(SpecHandle);}}InSpecHandlesToRemove.Empty();
}

7.武器挂载到手上添加新的映射以及学习新的技能

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8.创建卸载武器的蒙太奇动画

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9.编辑蒙太奇动画

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10.编辑GA_UnEquip技能,播放蒙太奇动画,并等待GameplayEvent事件

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11.编写UnAttachWeaponOnHand的C++方法,将武器从手上切换到背部,并且移除装备上武器时添加的输入映射,以及移除装备上武器时添加的技能

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代码片段

void AMyCharacter::UnAttachWeaponOnHand()
{if (!CurrentWeapon) return;USkeletalMeshComponent* CurMesh = GetMesh();if (!CurMesh) return;// 将武器挂载到手上CurrentWeapon->AttachToComponent(CurMesh,FAttachmentTransformRules::SnapToTargetNotIncludingScale,"AxeBackSocket");ULocalPlayer* localPlayer = GetController<APlayerController>()->GetLocalPlayer();UEnhancedInputLocalPlayerSubsystem* localPlayerSystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(localPlayer);// 卸载映射FHeroWeaponData& HeroWeaponData = CurrentWeapon->GetHeroWeaponData();localPlayerSystem->RemoveMappingContext(HeroWeaponData.WeaponInputMappingContext);// 移除技能MyAbilitySystemComponent->RemovedGrantedHeroWeaponAbilities(GrantedAbilitySpecHandles);
}

12.运行关卡最终效果

https://htmlresources.oss-cn-shanghai.aliyuncs.com/uestudyvideos/20250512_193350.mp4

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