UE5多人MOBA+GAS 46、制作龙卷风技能
文章目录
- 创建龙卷风GA
- 创建蒙太奇
- 创捷一系列GE
- 添加数据表
- 添加到角色中
创建龙卷风GA
GA_Tornado
添加标签
// 龙卷风冷却CRUNCH_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_Tornado_Cooldown)// 通用技能伤害CRUNCH_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_Generic_Damage)// 通用目标触发CRUNCH_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_Generic_Target)
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_Tornado_Cooldown, "Ability.Tornado.Cooldown", "龙卷风技能冷却")UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_Generic_Damage, "Ability.Generic.Damage", "技能伤害")UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_Generic_Target, "Ability.Generic.Target", "技能目标")
#pragma once#include "CoreMinimal.h"
#include "GAS/Core/CGameplayAbility.h"
#include "GA_Tornado.generated.h"/*** 龙卷风技能:角色召唤龙卷风,持续对周围敌人造成伤害和击退效果*/
UCLASS()
class UGA_Tornado : public UCGameplayAbility
{GENERATED_BODY()
public: // 激活技能virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override; private:// 命中时应用的伤害效果UPROPERTY(EditDefaultsOnly, Category = "Effect")FGenericDamageEffectDef HitDamageEffect;// 命中时的击退速度UPROPERTY(EditDefaultsOnly, Category = "Effect")float HitPushSpeed = 3000.f;// 龙卷风技能动画UPROPERTY(EditDefaultsOnly, Category = "Anim")TObjectPtr<UAnimMontage> TornadoMontage;// 龙卷风持续时长(秒)UPROPERTY(EditDefaultsOnly, Category = "Effect")float TornadoDuration = 4.f;// 伤害事件回调(当动画事件触发时调用)UFUNCTION()void TornadoDamageEventReceived(FGameplayEventData Payload);
};
#include "GA_Tornado.h"#include "Abilities/Tasks/AbilityTask_PlayMontageAndWait.h"
#include "Abilities/Tasks/AbilityTask_WaitCancel.h"
#include "Abilities/Tasks/AbilityTask_WaitGameplayEvent.h"
#include "Abilities/Tasks/AbilityTask_WaitDelay.h"void UGA_Tornado::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo,const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData)
{// 提交技能资源(如冷却、消耗等),失败则结束if (!K2_CommitAbility()){K2_EndAbility();return;}if (HasAuthorityOrPredictionKey(ActorInfo, &ActivationInfo)){// 任务1:播放龙卷风动画UAbilityTask_PlayMontageAndWait* PlayTornadoMontage = UAbilityTask_PlayMontageAndWait::CreatePlayMontageAndWaitProxy(this, NAME_None, TornadoMontage);// 绑定动画结束/中断事件PlayTornadoMontage->OnBlendOut.AddDynamic(this, &UGA_Tornado::K2_EndAbility);PlayTornadoMontage->OnCancelled.AddDynamic(this, &UGA_Tornado::K2_EndAbility);PlayTornadoMontage->OnInterrupted.AddDynamic(this, &UGA_Tornado::K2_EndAbility);PlayTornadoMontage->OnCompleted.AddDynamic(this, &UGA_Tornado::K2_EndAbility);PlayTornadoMontage->ReadyForActivation(); // 启动任务// 任务2:在服务端监听伤害事件if (K2_HasAuthority()){// 等待监听伤害事件UAbilityTask_WaitGameplayEvent* WaitDamageEvent = UAbilityTask_WaitGameplayEvent::WaitGameplayEvent(this, TGameplayTags::Ability_Generic_Damage,nullptr, false);// 绑定事件回调WaitDamageEvent->EventReceived.AddDynamic(this, &UGA_Tornado::TornadoDamageEventReceived);WaitDamageEvent->ReadyForActivation();}// 任务3:等待技能取消(如玩家提前中断)UAbilityTask_WaitCancel* WaitCancel = UAbilityTask_WaitCancel::WaitCancel(this);WaitCancel->OnCancel.AddDynamic(this, &UGA_Tornado::K2_EndAbility);WaitCancel->ReadyForActivation();// 任务4:设置技能超时(基于持续时间)UAbilityTask_WaitDelay* WaitTornadoTimeout = UAbilityTask_WaitDelay::WaitDelay(this, TornadoDuration);WaitTornadoTimeout->OnFinish.AddDynamic(this, &UGA_Tornado::K2_EndAbility);WaitTornadoTimeout->ReadyForActivation();}
}void UGA_Tornado::TornadoDamageEventReceived(FGameplayEventData Payload)
{// 服务器中执行if (K2_HasAuthority()){// 获取目标数据FGameplayAbilityTargetDataHandle TargetDataHandle = Payload.TargetData;// 应用伤害ApplyDamageToTargetDataHandle(TargetDataHandle, HitDamageEffect, GetAbilityLevel(CurrentSpecHandle, CurrentActorInfo));// 击退目标PushTargetsFromOwnerLocation(TargetDataHandle, HitPushSpeed);}
}
创建蒙太奇
添加两个插槽
创捷一系列GE
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