UE5多人MOBA+GAS 26、为角色添加每秒回血回蓝(番外:添加到UI上)
文章目录
- 添加生命值和蓝量的状态标签
- 创建无限GE并应用
- 监听添加和去除标签
- 每秒回复配上UI
添加生命值和蓝量的状态标签
添加新的标签
CRUNCH_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Stats_Health_Full)CRUNCH_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Stats_Health_Empty)CRUNCH_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Stats_Mana_Full)CRUNCH_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Stats_Mana_Empty)
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Stats_Health_Full, "Stats.Health.Full", "生命值满")UE_DEFINE_GAMEPLAY_TAG_COMMENT(Stats_Mana_Full, "Stats.Mana.Full", "法术值满")UE_DEFINE_GAMEPLAY_TAG_COMMENT(Stats_Health_Empty, "Stats.Health.Empty", "生命值空")UE_DEFINE_GAMEPLAY_TAG_COMMENT(Stats_Mana_Empty, "Stats.Mana.Empty", "法术值空")
创建无限GE并应用
创建两个GE应用为无限,添加一个组件,死掉和满状态的时候不激活该GE
把两个GE添加到角色中去
监听添加和去除标签
对ASC中监听生命值和法力值的变化进行更改对其添加tag和移除tag(不知道有啥用)
void UCAbilitySystemComponent::HealthUpdated(const FOnAttributeChangeData& ChangeData)
{if (!GetOwner() || !GetOwner()->HasAuthority()) return;// 获取当前最大生命值bool bFound = false;float MaxHealth = GetGameplayAttributeValue(UCAttributeSet::GetMaxHealthAttribute(), bFound);// 如果生命值达到最大值,添加生命值已满标签if (bFound && ChangeData.NewValue >= MaxHealth){if (!HasMatchingGameplayTag(TGameplayTags::Stats_Health_Full)){// 仅本地会添加标签AddLooseGameplayTag(TGameplayTags::Stats_Health_Full);}}else{// 移除生命值已满标签RemoveLooseGameplayTag(TGameplayTags::Stats_Health_Full);}if (ChangeData.NewValue <= 0.0f){if (!HasMatchingGameplayTag(TGameplayTags::Stats_Health_Empty)){// 本地添加生命值清零标签AddLooseGameplayTag(TGameplayTags::Stats_Health_Empty);// 角色死亡if (DeathEffect){AuthApplyGameplayEffect(DeathEffect);}}}else{RemoveLooseGameplayTag(TGameplayTags::Stats_Health_Empty);}
}void UCAbilitySystemComponent::ManaUpdated(const FOnAttributeChangeData& ChangeData)
{// 仅在拥有者存在且为服务器时执行if (!GetOwner() || !GetOwner()->HasAuthority()) return;// 获取当前最大魔法值bool bFound = false;float MaxMana = GetGameplayAttributeValue(UCAttributeSet::GetMaxManaAttribute(), bFound);// 如果魔法值达到最大值,添加魔法值已满标签if (bFound && ChangeData.NewValue >= MaxMana){if (!HasMatchingGameplayTag(TGameplayTags::Stats_Mana_Full)){// 仅本地生效的标签AddLooseGameplayTag(TGameplayTags::Stats_Mana_Full);}}else{// 移除魔法值已满标签RemoveLooseGameplayTag(TGameplayTags::Stats_Mana_Full);}// 处理魔法值为零的情况if (ChangeData.NewValue <= 0){if (!HasMatchingGameplayTag(TGameplayTags::Stats_Mana_Empty)){// 添加魔法值清零标签AddLooseGameplayTag(TGameplayTags::Stats_Mana_Empty);}}else{// 移除魔法值清零标签RemoveLooseGameplayTag(TGameplayTags::Stats_Mana_Empty);}
}
每秒回复配上UI
public:// 设置每秒回复值void SetRegenValueTextToGameplayAttribute(UAbilitySystemComponent* AbilitySystemComponent,const FGameplayAttribute& Attribute);void SetRegenValue(float NewRegenValue);
private:void RegenValueChanged(const FOnAttributeChangeData& ChangeData);// 每秒回复的数值显示,默认为false,小兵不配这个UPROPERTY(EditAnywhere, Category = "Visual")bool bRegenValueTextVisible = false;// 放置右边显示每秒回复的数值UPROPERTY(VisibleAnywhere, meta = (BindWidget))TObjectPtr<UTextBlock> RegenValueText;
void UValueGauge::NativePreConstruct()
{Super::NativePreConstruct();// 设置进度条颜色ProgressBar->SetFillColorAndOpacity(BarColor);ValueText->SetFont(ValueTextFont);RegenValueText->SetFont(ValueTextFont);ValueText->SetVisibility(bValueTextVisible ? ESlateVisibility::Visible : ESlateVisibility::Hidden);ProgressBar->SetVisibility(bProgressBarVisible ? ESlateVisibility::Visible : ESlateVisibility::Hidden);RegenValueText->SetVisibility(bRegenValueTextVisible ? ESlateVisibility::Visible : ESlateVisibility::Hidden);
}
void UValueGauge::SetRegenValueTextToGameplayAttribute(UAbilitySystemComponent* AbilitySystemComponent,const FGameplayAttribute& Attribute)
{if (AbilitySystemComponent){bool bFound;float Value = AbilitySystemComponent->GetGameplayAttributeValue(Attribute, bFound);// 如果成功找到对应的属性值,则更新数值指示器的显示if (bFound){SetRegenValue(Value);}// 注册属性变化回调,当属性值发生变化时更新数值指示器显示AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(Attribute).AddUObject(this, &UValueGauge::RegenValueChanged);}
}void UValueGauge::SetRegenValue(float NewRegenValue)
{// 设置数字格式选项,最大小数位数为0const FNumberFormattingOptions FormatOps = FNumberFormattingOptions().SetMaximumFractionalDigits(0);// 更新文本显示RegenValueText->SetText(FText::Format(FTextFormat::FromString("{0}/s"), // 格式字符串FText::AsNumber(NewRegenValue, &FormatOps) // 当前值));
}void UValueGauge::RegenValueChanged(const FOnAttributeChangeData& ChangeData)
{SetRegenValue(ChangeData.NewValue);
}
到GameplayWidget
中添加绑定
void UGameplayWidget::NativeConstruct()
{Super::NativeConstruct();OwnerAbilitySystemComponent = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(GetOwningPlayerPawn());if (OwnerAbilitySystemComponent){// 绑定属性回调HealthBar->SetAndBoundToGameplayAttribute(OwnerAbilitySystemComponent, UCAttributeSet::GetHealthAttribute(), UCAttributeSet::GetMaxHealthAttribute());ManaBar->SetAndBoundToGameplayAttribute(OwnerAbilitySystemComponent, UCAttributeSet::GetManaAttribute(), UCAttributeSet::GetMaxManaAttribute());// 绑定每秒回复的属性HealthBar->SetRegenValueTextToGameplayAttribute(OwnerAbilitySystemComponent, UCHeroAttributeSet::GetHealthRegenAttribute());ManaBar->SetRegenValueTextToGameplayAttribute(OwnerAbilitySystemComponent, UCHeroAttributeSet::GetManaRegenAttribute());}
}
构建一下把文本添加进去