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东莞网站推广的公司,广州最近流感很厉害吗,装潢设计师要学什么,百度推广代理公司哪家好文章目录给升龙制作可连段缓存下一连段用普攻键来触发升龙后续的连段在角色中发送按下普攻标签事件在升龙中接收按下事件,触发连段以及伤害和力量的传递最后在蓝图中设置一下升龙技能的完整代码给升龙制作可连段 给升龙技能添加一些连段 缓存下一连段 缓存下一连…

文章目录

  • 给升龙制作可连段
    • 缓存下一连段
    • 用普攻键来触发升龙后续的连段
      • 在角色中发送按下普攻标签事件
      • 在升龙中接收按下事件,触发连段以及伤害和力量的传递
    • 最后在蓝图中设置一下
  • 升龙技能的完整代码


给升龙制作可连段

给升龙技能添加一些连段
在这里插入图片描述

缓存下一连段

缓存下一连段的名称

	// 处理连招阶段切换事件UFUNCTION()void HandleComboChangeEvent(FGameplayEventData EventData);// 下一个连招阶段的名称FName NextComboName;
UUpperCut::UUpperCut()
{// 阻止带有Ability_BasicAttack标签的技能激活BlockAbilitiesWithTag.AddTag(TGameplayTags::Ability_BasicAttack);
}void UUpperCut::StartLaunching(FGameplayEventData EventData)
{if (K2_HasAuthority()){// 推动自己向上PushTarget(GetAvatarActorFromActorInfo(), FVector::UpVector * UpperCutLaunchSpeed);// 获取命中目标的数量int HitResultCount = UAbilitySystemBlueprintLibrary::GetDataCountFromTargetData(EventData.TargetData);// 对所有命中的目标执行击飞和伤害for (int i = 0; i < HitResultCount; i++){FHitResult HitResult = UAbilitySystemBlueprintLibrary::GetHitResultFromTargetData(EventData.TargetData, i);PushTarget(HitResult.GetActor(), FVector::UpVector * UpperCutLaunchSpeed);ApplyGameplayEffectToHitResultActor(HitResult, LaunchDamageEffect, GetAbilityLevel(CurrentSpecHandle, CurrentActorInfo));}}// 监听连招切换、提交、伤害等事件UAbilityTask_WaitGameplayEvent* WaitComboChangeEvent = UAbilityTask_WaitGameplayEvent::WaitGameplayEvent(this, TGameplayTags::Ability_Combo_Change, nullptr, false, false);WaitComboChangeEvent->EventReceived.AddDynamic(this, &UUpperCut::HandleComboChangeEvent);WaitComboChangeEvent->ReadyForActivation();
}
void UUpperCut::HandleComboChangeEvent(FGameplayEventData EventData)
{// 获取事件标签FGameplayTag EventTag = EventData.EventTag;if (EventTag == TGameplayTags::Ability_Combo_Change_End){// 下一个连招名称置空NextComboName = NAME_None;UE_LOG(LogTemp, Warning, TEXT("清除连招"))return;}// 获取下一个连段的名称TArray<FName> TagNames;UGameplayTagsManager::Get().SplitGameplayTagFName(EventTag, TagNames);// Tag最后一段的名称比如Combo02,03,04等NextComboName = TagNames.Last();UE_LOG(LogTemp, Warning, TEXT("下一个Combo:%s"), *NextComboName.ToString())
}

用普攻键来触发升龙后续的连段

主要就是升龙期间,阻止普通技能的触发,在升龙添加阻挡标签的目的就是这个,然后需要在角色中发送按键按下事件,让升龙GA接收,然后触发切换到下一个蒙太奇。

在角色中发送按下普攻标签事件

添加两个Tag,用来将普攻按下和抬起的信息发送出去

	// 按下普通攻击CRUNCH_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_BasicAttack_Pressed)// 抬起CRUNCH_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_BasicAttack_Released)
	UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_BasicAttack_Pressed, "Ability.BasicAttack.Pressed", "按下普通攻击")UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_BasicAttack_Released, "Ability.BasicAttack.Released", "释放普通攻击键")	

因为角色的输入只是发生在客户端,服务器并不知道角色的输入,因此在CCharacter中创建服务器发送事件

#pragma region GAS组件相关
public:virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;// 在服务器端向自身发送游戏事件UFUNCTION(Server, Reliable, WithValidation)void Server_SendGameplayEventToSelf(const FGameplayTag& EventTag, const FGameplayEventData& EventData);
void ACCharacter::Server_SendGameplayEventToSelf_Implementation(const FGameplayTag& EventTag,const FGameplayEventData& EventData)
{UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(this, EventTag, EventData);
}/*** @brief 验证在服务器端向自身发送游戏事件的操作是否有效*/
bool ACCharacter::Server_SendGameplayEventToSelf_Validate(const FGameplayTag& EventTag,const FGameplayEventData& EventData)
{// 返回 true,表示操作有效return true;
}

在玩家角色CPlayerCharacter输入中检测按键的按下,发送游戏事件

void ACPlayerCharacter::HandleAbilityInput(const FInputActionValue& InputActionValue, ECAbilityInputID InputID)
{bool bPressed = InputActionValue.Get<bool>();// 按下if (bPressed){GetAbilitySystemComponent()->AbilityLocalInputPressed(static_cast<int32>(InputID));}else{GetAbilitySystemComponent()->AbilityLocalInputReleased(static_cast<int32>(InputID));}// 按下的是普攻键if (InputID == ECAbilityInputID::BasicAttack){FGameplayTag BasicAttackTag = bPressed ? TGameplayTags::Ability_BasicAttack_Pressed : TGameplayTags::Ability_BasicAttack_Released;// 1. 本地直接广播(触发客户端即时反馈)// 2. 服务器RPC广播(确保权威状态同步)UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(this, BasicAttackTag, FGameplayEventData());Server_SendGameplayEventToSelf(BasicAttackTag, FGameplayEventData());}
}

在升龙中接收按下事件,触发连段以及伤害和力量的传递

CGameplayAbilityTypes创建一个伤害效果的结构体,用来存储GE以及触发的力度大小

// 伤害效果定义
USTRUCT(BlueprintType)
struct FGenericDamageEffectDef
{GENERATED_BODY()public:FGenericDamageEffectDef();UPROPERTY(EditAnywhere)TSubclassOf<UGameplayEffect> DamageEffect;UPROPERTY(EditAnywhere)FVector PushVelocity;
};
FGenericDamageEffectDef::FGenericDamageEffectDef():DamageEffect{nullptr},PushVelocity{0.f}
{
}

回到升龙函数中补全代码,像之前做Combo一样,设置下一个蒙太奇片段,获取当前片段的伤害,在应用伤害的时候,保持一下自己也在空中,对方也在空中,所有创建了上面的这个结构体。

private:// 连招阶段对应的伤害效果定义表UPROPERTY(EditDefaultsOnly, Category = "Combo")TMap<FName, FGenericDamageEffectDef> ComboDamageMap;// 空中连招的力UPROPERTY(EditDefaultsOnly, Category = "Launch")float UpperComboHoldSpeed = 100.f;// 获取当前连招阶段的伤害效果定义const FGenericDamageEffectDef* GetDamageEffectDefForCurrentCombo() const;// 处理连招提交事件UFUNCTION()void HandleComboCommitEvent(FGameplayEventData EventData);// 处理连招伤害事件UFUNCTION()void HandleComboDamageEvent(FGameplayEventData EventData);
const FGenericDamageEffectDef* UUpperCut::GetDamageEffectDefForCurrentCombo() const
{UAnimInstance* OwnerAnimInstance = GetOwnerAnimInstance();if (OwnerAnimInstance){// 获取当前片段名称FName CurrentComboName = OwnerAnimInstance->Montage_GetCurrentSection(UpperCutMontage);// 获取当前片段对应的伤害效果const FGenericDamageEffectDef* EffectDef = ComboDamageMap.Find(CurrentComboName);if (EffectDef){return EffectDef;}}// 没找到返回一个空结构return nullptr;
}void UUpperCut::StartLaunching(FGameplayEventData EventData)
{if (K2_HasAuthority()){// 推动自己向上PushTarget(GetAvatarActorFromActorInfo(), FVector::UpVector * UpperCutLaunchSpeed);// 获取命中目标的数量int HitResultCount = UAbilitySystemBlueprintLibrary::GetDataCountFromTargetData(EventData.TargetData);// 对所有命中的目标执行击飞和伤害for (int i = 0; i < HitResultCount; i++){FHitResult HitResult = UAbilitySystemBlueprintLibrary::GetHitResultFromTargetData(EventData.TargetData, i);PushTarget(HitResult.GetActor(), FVector::UpVector * UpperCutLaunchSpeed);ApplyGameplayEffectToHitResultActor(HitResult, LaunchDamageEffect, GetAbilityLevel(CurrentSpecHandle, CurrentActorInfo));}}// 监听连招切换、提交、伤害等事件UAbilityTask_WaitGameplayEvent* WaitComboChangeEvent = UAbilityTask_WaitGameplayEvent::WaitGameplayEvent(this, TGameplayTags::Ability_Combo_Change, nullptr, false, false);WaitComboChangeEvent->EventReceived.AddDynamic(this, &UUpperCut::HandleComboChangeEvent);WaitComboChangeEvent->ReadyForActivation();UAbilityTask_WaitGameplayEvent* WaitComboCommitEvent = UAbilityTask_WaitGameplayEvent::WaitGameplayEvent(this, TGameplayTags::Ability_BasicAttack_Pressed);WaitComboCommitEvent->EventReceived.AddDynamic(this, &UUpperCut::HandleComboCommitEvent);WaitComboCommitEvent->ReadyForActivation();UAbilityTask_WaitGameplayEvent* WaitComboDamageEvent = UAbilityTask_WaitGameplayEvent::WaitGameplayEvent(this, TGameplayTags::Ability_Combo_Damage);WaitComboDamageEvent->EventReceived.AddDynamic(this, &UUpperCut::HandleComboDamageEvent);WaitComboDamageEvent->ReadyForActivation();
}void UUpperCut::HandleComboCommitEvent(FGameplayEventData EventData)
{// 按晚了if (NextComboName == NAME_None) return;UAnimInstance* OwnerAnimInstance = GetOwnerAnimInstance();if (!OwnerAnimInstance) return;OwnerAnimInstance->Montage_SetNextSection(OwnerAnimInstance->Montage_GetCurrentSection(UpperCutMontage), NextComboName, UpperCutMontage);
}void UUpperCut::HandleComboDamageEvent(FGameplayEventData EventData)
{if (K2_HasAuthority()){// 击飞一下自己,免得掉下去了PushTarget(GetAvatarActorFromActorInfo(), FVector::UpVector * UpperComboHoldSpeed);// 获取当前片段对应的伤害效果const FGenericDamageEffectDef* EffectDef = GetDamageEffectDefForCurrentCombo();if (!EffectDef){return;}int HitResultCount = UAbilitySystemBlueprintLibrary::GetDataCountFromTargetData(EventData.TargetData);for (int32 i = 0; i < HitResultCount; i++){FHitResult HitResult = UAbilitySystemBlueprintLibrary::GetHitResultFromTargetData(EventData.TargetData, i);// 计算推力方向(根据自身朝向变换推力向量)FVector PushVel = GetAvatarActorFromActorInfo()->GetActorTransform().TransformVector(EffectDef->PushVelocity);// 推动目标PushTarget(HitResult.GetActor(), PushVel);// 对目标应用伤害效果ApplyGameplayEffectToHitResultActor(HitResult, EffectDef->DamageEffect, GetAbilityLevel(CurrentSpecHandle, CurrentActorInfo));}}
}

最后在蓝图中设置一下

修正一下
在这里插入图片描述
添加一些Combo以及End,还有伤害的传递
在这里插入图片描述
创建Combo的GE,复制GE_UpperCut_Launch_Damage改一下数字
在这里插入图片描述
以及最后击的GE
在这里插入图片描述
最后放进GA的Map里
在这里插入图片描述
注释掉这两个,关闭运动似乎会让尸体在空中滞留(不确定,反正这个也没啥用了)
在这里插入图片描述

升龙技能的完整代码

// 幻雨喜欢小猫咪#pragma once#include "CoreMinimal.h"
#include "GAS/Core/CGameplayAbility.h"
#include "GAS/Core/CGameplayAbilityTypes.h"
#include "UpperCut.generated.h"/*** */
UCLASS()
class CRUNCH_API UUpperCut : public UCGameplayAbility
{GENERATED_BODY()
public:	UUpperCut();// TODO: 可能在这里添加手动结束任务的逻辑// virtual void K2_EndAbility() override;// 激活技能时调用virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
private:// 连招阶段对应的伤害效果定义表UPROPERTY(EditDefaultsOnly, Category = "Combo")TMap<FName, FGenericDamageEffectDef> ComboDamageMap;// 上勾拳击飞阶段的伤害效果UPROPERTY(EditDefaultsOnly, Category = "Launch")TSubclassOf<UGameplayEffect> LaunchDamageEffect;// 上勾拳击飞速度UPROPERTY(EditDefaultsOnly, Category = "Launch", meta = (DisplayName = "击飞力的大小"))float UpperCutLaunchSpeed = 1000.f;// 空中连招的力UPROPERTY(EditDefaultsOnly, Category = "Launch")float UpperComboHoldSpeed = 100.f;// 上勾拳动画MontageUPROPERTY(EditDefaultsOnly, Category = "Animation")TObjectPtr<UAnimMontage> UpperCutMontage;// 获取当前连招阶段的伤害效果定义const FGenericDamageEffectDef* GetDamageEffectDefForCurrentCombo() const;// 启动击飞效果UFUNCTION()void StartLaunching(FGameplayEventData EventData);// 处理连招阶段切换事件UFUNCTION()void HandleComboChangeEvent(FGameplayEventData EventData);// 处理连招提交事件UFUNCTION()void HandleComboCommitEvent(FGameplayEventData EventData);// 处理连招伤害事件UFUNCTION()void HandleComboDamageEvent(FGameplayEventData EventData);// 下一个连招阶段的名称FName NextComboName;
};
// 幻雨喜欢小猫咪#include "UpperCut.h"#include "AbilitySystemBlueprintLibrary.h"
#include "Abilities/Tasks/AbilityTask_PlayMontageAndWait.h"
#include "Abilities/Tasks/AbilityTask_WaitGameplayEvent.h"
#include "GAS/Core/TGameplayTags.h"UUpperCut::UUpperCut()
{// 阻止带有Ability_BasicAttack标签的技能激活BlockAbilitiesWithTag.AddTag(TGameplayTags::Ability_BasicAttack);
}void UUpperCut::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo,const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData)
{if (!K2_CommitAbility()){K2_EndAbility();return;}// 服务器执行if (HasAuthorityOrPredictionKey(ActorInfo, &ActivationInfo)){UAbilityTask_PlayMontageAndWait* PlayUpperCutMontageTask = UAbilityTask_PlayMontageAndWait::CreatePlayMontageAndWaitProxy(this, NAME_None, UpperCutMontage);PlayUpperCutMontageTask->OnBlendOut.AddDynamic(this, &UUpperCut::K2_EndAbility);PlayUpperCutMontageTask->OnCancelled.AddDynamic(this, &UUpperCut::K2_EndAbility);PlayUpperCutMontageTask->OnCompleted.AddDynamic(this, &UUpperCut::K2_EndAbility);PlayUpperCutMontageTask->OnInterrupted.AddDynamic(this, &UUpperCut::K2_EndAbility);PlayUpperCutMontageTask->ReadyForActivation();UAbilityTask_WaitGameplayEvent* WaitLaunchEventTask = UAbilityTask_WaitGameplayEvent::WaitGameplayEvent(this, TGameplayTags::Ability_Uppercut_Launch);WaitLaunchEventTask->EventReceived.AddDynamic(this, &UUpperCut::StartLaunching);WaitLaunchEventTask->ReadyForActivation();}NextComboName = NAME_None;
}const FGenericDamageEffectDef* UUpperCut::GetDamageEffectDefForCurrentCombo() const
{UAnimInstance* OwnerAnimInstance = GetOwnerAnimInstance();if (OwnerAnimInstance){// 获取当前片段名称FName CurrentComboName = OwnerAnimInstance->Montage_GetCurrentSection(UpperCutMontage);// 获取当前片段对应的伤害效果const FGenericDamageEffectDef* EffectDef = ComboDamageMap.Find(CurrentComboName);if (EffectDef){return EffectDef;}}// 没找到返回一个空结构return nullptr;
}void UUpperCut::StartLaunching(FGameplayEventData EventData)
{if (K2_HasAuthority()){// 推动自己向上PushTarget(GetAvatarActorFromActorInfo(), FVector::UpVector * UpperCutLaunchSpeed);// 获取命中目标的数量int HitResultCount = UAbilitySystemBlueprintLibrary::GetDataCountFromTargetData(EventData.TargetData);// 对所有命中的目标执行击飞和伤害for (int i = 0; i < HitResultCount; i++){FHitResult HitResult = UAbilitySystemBlueprintLibrary::GetHitResultFromTargetData(EventData.TargetData, i);PushTarget(HitResult.GetActor(), FVector::UpVector * UpperCutLaunchSpeed);ApplyGameplayEffectToHitResultActor(HitResult, LaunchDamageEffect, GetAbilityLevel(CurrentSpecHandle, CurrentActorInfo));}}// 监听连招切换、提交、伤害等事件UAbilityTask_WaitGameplayEvent* WaitComboChangeEvent = UAbilityTask_WaitGameplayEvent::WaitGameplayEvent(this, TGameplayTags::Ability_Combo_Change, nullptr, false, false);WaitComboChangeEvent->EventReceived.AddDynamic(this, &UUpperCut::HandleComboChangeEvent);WaitComboChangeEvent->ReadyForActivation();UAbilityTask_WaitGameplayEvent* WaitComboCommitEvent = UAbilityTask_WaitGameplayEvent::WaitGameplayEvent(this, TGameplayTags::Ability_BasicAttack_Pressed);WaitComboCommitEvent->EventReceived.AddDynamic(this, &UUpperCut::HandleComboCommitEvent);WaitComboCommitEvent->ReadyForActivation();UAbilityTask_WaitGameplayEvent* WaitComboDamageEvent = UAbilityTask_WaitGameplayEvent::WaitGameplayEvent(this, TGameplayTags::Ability_Combo_Damage);WaitComboDamageEvent->EventReceived.AddDynamic(this, &UUpperCut::HandleComboDamageEvent);WaitComboDamageEvent->ReadyForActivation();
}void UUpperCut::HandleComboChangeEvent(FGameplayEventData EventData)
{// 获取事件标签FGameplayTag EventTag = EventData.EventTag;if (EventTag == TGameplayTags::Ability_Combo_Change_End){// 下一个连招名称置空NextComboName = NAME_None;UE_LOG(LogTemp, Warning, TEXT("清除连招"))return;}// 获取下一个连段的名称TArray<FName> TagNames;UGameplayTagsManager::Get().SplitGameplayTagFName(EventTag, TagNames);// Tag最后一段的名称比如Combo02,03,04等NextComboName = TagNames.Last();UE_LOG(LogTemp, Warning, TEXT("下一个Combo:%s"), *NextComboName.ToString())
}void UUpperCut::HandleComboCommitEvent(FGameplayEventData EventData)
{// 按晚了if (NextComboName == NAME_None) return;UAnimInstance* OwnerAnimInstance = GetOwnerAnimInstance();if (!OwnerAnimInstance) return;OwnerAnimInstance->Montage_SetNextSection(OwnerAnimInstance->Montage_GetCurrentSection(UpperCutMontage), NextComboName, UpperCutMontage);UE_LOG(LogTemp, Warning, TEXT("触发连招:%s"), *NextComboName.ToString())
}void UUpperCut::HandleComboDamageEvent(FGameplayEventData EventData)
{if (K2_HasAuthority()){// 击飞一下自己,免得掉下去了PushTarget(GetAvatarActorFromActorInfo(), FVector::UpVector * UpperComboHoldSpeed);// 获取当前片段对应的伤害效果const FGenericDamageEffectDef* EffectDef = GetDamageEffectDefForCurrentCombo();if (!EffectDef){return;}int HitResultCount = UAbilitySystemBlueprintLibrary::GetDataCountFromTargetData(EventData.TargetData);for (int32 i = 0; i < HitResultCount; i++){FHitResult HitResult = UAbilitySystemBlueprintLibrary::GetHitResultFromTargetData(EventData.TargetData, i);// 计算推力方向(根据自身朝向变换推力向量)FVector PushVel = GetAvatarActorFromActorInfo()->GetActorTransform().TransformVector(EffectDef->PushVelocity);// 推动目标PushTarget(HitResult.GetActor(), PushVel);// 对目标应用伤害效果ApplyGameplayEffectToHitResultActor(HitResult, EffectDef->DamageEffect, GetAbilityLevel(CurrentSpecHandle, CurrentActorInfo));}}
}

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