3. 在世界中放置相机Director(导演)
在代码编译完成后,我们可以把 内容浏览器 中的新类的实例拖曳到 关卡编辑器 中。
接下来,我们需要设置CameraOne(相机1)和CameraTwo(相机2)变量。 在 World Outliner (世界大纲视图)中搜寻CameraDirector,并在 详细信息面板 中进行编辑。
点击标记为"无"的下拉框,然后设置变量为 Cube (立方体)和我们之前创建的 CameraActor (相机Actor)。
如果我们按下 Play (播放),我们将会看到与此视图对齐的相机:
然后平滑混合到此视图:
在对齐之前,它会等待几秒。
我们现在的这个系统会完全基于游戏逻辑来移动玩家的相机。 代码可进行修改以在任何游戏中进行使用,玩家在这些游戏中无法直接控制相机,或者在这些游戏中,在相机视图间的混合是有效的。
MyPawn.h
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Actor.h"
#include "CameraDirector.generated.h"
UCLASS()
class HOWTO_AUTOCAMERA_API ACameraDirector : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ACameraDirector();
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called every frame
virtual void Tick( float DeltaSeconds ) override;
UPROPERTY(EditAnywhere)
AActor* CameraOne;
UPROPERTY(EditAnywhere)
AActor* CameraTwo;
float TimeToNextCameraChange;
};
MyPawn.cpp
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "HowTo_AutoCamera.h"
#include "CameraDirector.h"
#include "Kismet/GameplayStatics.h"
// Sets default values
ACameraDirector::ACameraDirector()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ACameraDirector::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ACameraDirector::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
const float TimeBetweenCameraChanges = 2.0f;
const float SmoothBlendTime = 0.75f;
TimeToNextCameraChange -= DeltaTime;
if (TimeToNextCameraChange <= 0.0f)
{
TimeToNextCameraChange += TimeBetweenCameraChanges;
//Find the actor that handles control for the local player.
APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);
if (OurPlayerController)
{
if (CameraTwo && (OurPlayerController->GetViewTarget() == CameraOne))
{
//Blend smoothly to camera two.
OurPlayerController->SetViewTargetWithBlend(CameraTwo, SmoothBlendTime);
}
else if (CameraOne)
{
//Cut instantly to camera one.
OurPlayerController->SetViewTarget(CameraOne);
}
}
}
}