[UE] 활 구현하기

이전에 만든 Attachment을 구조를 활용하여 활 무기를 추가해보자. CAttachment_Bow를 생성하여 활용하여 활은 만든다. BlendSpace와 Curve를 활용하여 활이 구부러지는 것을 구현한다.
목차
Plugins |
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Weapon |
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Resource |
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Icon128.png weapon_thumbnail_icon.png |
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Source |
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Weapon | ||||
SWeaponCheckBoxes.h .cpp SWeaponDetailsView.h .cpp SWeaponDoActionData.h .cpp SWeaponEquipmentData.h .cpp SWeaponHitData.h .cpp SWeaponLeftArea.h .cpp Weapon.Build.cs WeaponAssetEditor.h .cpp WeaponAssetFactory.h .cpp WeaponCommand.h .cpp WeaponContextMenu.h .cpp WeaponModule.h .cpp WeaponStyle.h .cpp |
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Source | ||
U2212_06 | ||
Characters | ||
CAnimInstance.h .cpp CEnemy.h .cpp CPlayer.h .cpp ICharacter.h .cpp |
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Components | ||
CMontagesComponent.h .cpp CMovementComponent.h .cpp CStateComponent.h .cpp CStatusComponent.h .cpp CWeaponComponent.h .cpp |
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Notifies | ||
CAnimNotifyState_BeginAction.h .cpp CAnimNotify_CameraShake.h .cpp CAnimNotifyState_EndAction.h .cpp CAnimNotify_EndState.h .cpp CAnimNotifyState.h .cpp CAnimNotifyState_CameraAnim.h .cpp CAnimNotifyState_Collision.h .cpp CAnimNotifyState_Combo.h .cpp CAnimNotifyState_Equip.h .cpp CAnimNotifyState_SubAction.h .cpp |
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Utilities | ||
CHelper.h CLog.h .cpp |
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Weapons | ||
CAura.h .cpp CCamerModifier.h .cpp CGhostTrail.h .cpp CRotate_Object.h .cpp CThornObject.h .cpp CAttachment_Bow.h .cpp 생성 CDoAction_Around.h .cpp CDoAction_Combo.h .cpp CDoAction_Warp.h .cpp CSubAction_Around.h .cpp CSubAction_Bow.h .cpp 생성 CSubAction_Fist.h .cpp CSubAction_Hammer.h .cpp CSubAction_Sword.h .cpp CDoAction_Warp.h .cpp CAttachment.h .cpp CDoAction.h .cpp CEquipment.h .cpp CSubAction.h .cpp CWeaponAsset.h .cpp CWeaponStructures.h .cpp |
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Global.h CGameMode.h .cpp U2212_06.Build.cs |
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U2212_06.uproject | ||
활 구현하기
CPlayer.cpp - 키 맵핑 (Bow)
CPlayer.cpp
#include "Characters/CPlayer.h" #include "Global.h" #include "CAnimInstance.h" #include "GameFramework/SpringArmComponent.h" #include "GameFramework/CharacterMovementComponent.h" #include "Camera/CameraComponent.h" #include "Components/SkeletalMeshComponent.h" #include "Components/InputComponent.h" #include "Components/CMontagesComponent.h" #include "Components/CMovementComponent.h" #include "Components/CWeaponComponent.h" ACPlayer::ACPlayer() { CHelpers::CreateComponent<USpringArmComponent>(this, &SpringArm, "SpringArm", GetMesh()); CHelpers::CreateComponent<UCameraComponent>(this, &Camera, "Camera", SpringArm); CHelpers::CreateActorComponent<UCWeaponComponent>(this, &Weapon, "Weapon"); CHelpers::CreateActorComponent<UCMontagesComponent>(this, &Montages, "Montages"); CHelpers::CreateActorComponent<UCMovementComponent>(this, &Movement, "Movement"); CHelpers::CreateActorComponent<UCStateComponent>(this, &State, "State"); GetMesh()->SetRelativeLocation(FVector(0, 0, -90)); GetMesh()->SetRelativeRotation(FRotator(0, -90, 0)); USkeletalMesh* mesh; CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/Character/Mesh/SK_Mannequin.SK_Mannequin'"); GetMesh()->SetSkeletalMesh(mesh); TSubclassOf<UCAnimInstance> animInstance; CHelpers::GetClass<UCAnimInstance>(&animInstance, "AnimBlueprint'/Game/ABP_Character.ABP_Character_C'"); GetMesh()->SetAnimClass(animInstance); SpringArm->SetRelativeLocation(FVector(0, 0, 140)); SpringArm->SetRelativeRotation(FRotator(0, 90, 0)); SpringArm->TargetArmLength = 200; SpringArm->bDoCollisionTest = false; SpringArm->bUsePawnControlRotation = true; SpringArm->bEnableCameraLag = true; GetCharacterMovement()->RotationRate = FRotator(0, 720, 0); } void ACPlayer::BeginPlay() { Super::BeginPlay(); Movement->OnRun(); //Movement의 기본을 Run으로 설정 Movement->DisableControlRotation();//Movement의 기본을 DisableControlRotation으로 설정 State->OnStateTypeChanged.AddDynamic(this, &ACPlayer::OnStateTypeChanged); } void ACPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAxis("MoveForward", Movement, &UCMovementComponent::OnMoveForward); PlayerInputComponent->BindAxis("MoveRight", Movement, &UCMovementComponent::OnMoveRight); PlayerInputComponent->BindAxis("VerticalLook", Movement, &UCMovementComponent::OnVerticalLook); PlayerInputComponent->BindAxis("HorizontalLook", Movement, &UCMovementComponent::OnHorizontalLook); PlayerInputComponent->BindAction("Sprint", EInputEvent::IE_Pressed, Movement, &UCMovementComponent::OnSprint); PlayerInputComponent->BindAction("Sprint", EInputEvent::IE_Released, Movement, &UCMovementComponent::OnRun); PlayerInputComponent->BindAction("Avoid", EInputEvent::IE_Pressed, this, &ACPlayer::OnAvoid); PlayerInputComponent->BindAction("Fist", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetFistMode); PlayerInputComponent->BindAction("Sword", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetSwordMode); PlayerInputComponent->BindAction("Hammer", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetHammerMode); PlayerInputComponent->BindAction("Warp", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetWarpMode); PlayerInputComponent->BindAction("Around", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetAroundMode); PlayerInputComponent->BindAction("Bow", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetBowMode); PlayerInputComponent->BindAction("Action", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::DoAction); PlayerInputComponent->BindAction("SubAction", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SubAction_Pressed); PlayerInputComponent->BindAction("SubAction", EInputEvent::IE_Released, Weapon, &UCWeaponComponent::SubAction_Released); } void ACPlayer::OnStateTypeChanged(EStateType InPrevType, EStateType InNewType) { switch (InNewType) { case EStateType::BackStep: BackStep(); break; } } void ACPlayer::OnAvoid() { CheckFalse(State->IsIdleMode()); CheckFalse(Movement->CanMove()); CheckTrue(InputComponent->GetAxisValue("MoveForward") >= 0.0f);//뒷방향을 입력했다면 State->SetBackStepMode();//State을 BackStepMode로 변경한다. } void ACPlayer::BackStep() { Movement->EnableControlRotation();//정면을 바라본 상태로 뒤로 뛰어야하기 때문에 EnableControlRotation으로 만들어준다. Montages->PlayBackStepMode();//PlayBackStepMode()를 통해 몽타주 재생. } void ACPlayer::End_BackStep() { Movement->DisableControlRotation();//Backstep이 끝나면 원래대로 돌려준다. State->SetIdleMode();//Idle상태로 돌려줌. }
키 맵핑 void ACPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
- PlayerInputComponent->BindAction("Bow", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetBowMode);
CAttachment
CAttachment.h
#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "CAttachment.generated.h" DECLARE_DYNAMIC_MULTICAST_DELEGATE(FAttachmentBeginCollision); DECLARE_DYNAMIC_MULTICAST_DELEGATE(FAttachmentEndCollision); DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FAttachmentBeginOverlap, class ACharacter*, InAttacker, AActor*, InAttackCauser, class ACharacter*, InOther); DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAttachmentEndOverlap, class ACharacter*, InAttacker, class ACharacter*, InOther); UCLASS() class U2212_06_API ACAttachment : public AActor { GENERATED_BODY() protected: UPROPERTY(BlueprintReadOnly, VisibleAnywhere) class USceneComponent* Root; public: ACAttachment(); protected: virtual void BeginPlay() override; public: UFUNCTION(BlueprintNativeEvent) void OnBeginEquip(); virtual void OnBeginEquip_Implementation() {} UFUNCTION(BlueprintNativeEvent) void OnUnequip(); virtual void OnUnequip_Implementation() {} //위에걸로 수정하였다. /*UFUNCTION(BlueprintImplementableEvent) void OnBeginEquip(); UFUNCTION(BlueprintImplementableEvent) void OnUnequip();*/ public: void OnCollisions(); //Collision 켜기 void OffCollisions();//Collision 끄기 private: UFUNCTION() void OnComponentBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); UFUNCTION() void OnComponentEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); protected: UFUNCTION(BlueprintCallable, Category = "Attach") void AttachTo(FName InSocketName); UFUNCTION(BlueprintCallable, Category = "Attach") void AttachToCollision(FName InCollisionName); public: FAttachmentBeginCollision OnAttachmentBeginCollision; FAttachmentEndCollision OnAttachmentEndCollision; FAttachmentBeginOverlap OnAttachmentBeginOverlap; FAttachmentEndOverlap OnAttachmentEndOverlap; protected: UPROPERTY(BlueprintReadOnly, Category = "Game") class ACharacter* OwnerCharacter; //UShapeComponent는 UBox,Capsule,SphereComponent의 상위클래스 UPROPERTY(BlueprintReadOnly, Category = "Game") TArray<class UShapeComponent*> Collisions; };
수정 전
- UFUNCTION(BlueprintImplementableEvent)
void OnBeginEquip(); - UFUNCTION(BlueprintImplementableEvent)
void OnUnequip()
수정 후
- UFUNCTION(BlueprintNativeEvent)
void OnBeginEquip();
virtual void OnBeginEquip_Implementation() {} - UFUNCTION(BlueprintNativeEvent)
void OnUnequip();
virtual void OnUnequip_Implementation() {}
CAttachment_Bow 생성
새 C++ 클래스 생성 - CAttachment - CAttachment_Bow 생성


CAttachment_Bow.h
#pragma once #include "CoreMinimal.h" #include "Weapons/CAttachment.h" #include "CAttachment_Bow.generated.h" UCLASS() class U2212_06_API ACAttachment_Bow : public ACAttachment { GENERATED_BODY() private: UPROPERTY(EditDefaultsOnly, Category = "View") FVector2D ViewPitchRange = FVector2D(-40, +30);//Pitch 제한각 설정 private: UPROPERTY(VisibleAnywhere) class USkeletalMeshComponent* SkeletalMesh; UPROPERTY(VisibleAnywhere) class UPoseableMeshComponent* PoseableMesh; public: ACAttachment_Bow(); protected: virtual void BeginPlay() override; public: virtual void Tick(float DeltaTime) override; public: void OnBeginEquip_Implementation() override; void OnUnequip_Implementation() override; private: FVector2D OriginViewPitchRange; };
CAttachment_Bow.cpp
#include "Weapons/Attachments/CAttachment_Bow.h" #include "Global.h" #include "Global.h" //#include "Characters/CAnimInstance_Bow.h" #include "Components/SkeletalMeshComponent.h" #include "Components/PoseableMeshComponent.h" ACAttachment_Bow::ACAttachment_Bow() { CHelpers::CreateComponent<USkeletalMeshComponent>(this, &SkeletalMesh, "SkeletalMesh", Root); CHelpers::CreateComponent<UPoseableMeshComponent>(this, &PoseableMesh, "PoseableMesh", Root); USkeletalMesh* mesh; CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/Character/Weapons/ElvenBow/SK_ElvenBow.SK_ElvenBow'"); SkeletalMesh->SetSkeletalMesh(mesh); SkeletalMesh->SetCollisionProfileName("NoCollision"); } void ACAttachment_Bow::BeginPlay() { Super::BeginPlay(); AttachTo("Holster_Bow"); SkeletalMesh->SetVisibility(false); PoseableMesh->SetSkeletalMesh(SkeletalMesh->SkeletalMesh);//SkeletalMesh 내의 SkeletalMesh 사용. PoseableMesh->CopyPoseFromSkeletalComponent(SkeletalMesh);//포즈를 캡처해둔다. } void ACAttachment_Bow::Tick(float DeltaTime) { Super::Tick(DeltaTime); PoseableMesh->CopyPoseFromSkeletalComponent(SkeletalMesh); } void ACAttachment_Bow::OnBeginEquip_Implementation() { Super::OnBeginEquip_Implementation(); AttachTo("Hand_Bow_Left");//Hand_Bow_Left 소켓에 장착. APlayerController* controller = OwnerCharacter->GetController<APlayerController>(); if (!!controller) { OriginViewPitchRange.X = controller->PlayerCameraManager->ViewPitchMin; OriginViewPitchRange.Y = controller->PlayerCameraManager->ViewPitchMax; controller->PlayerCameraManager->ViewPitchMin = ViewPitchRange.X; controller->PlayerCameraManager->ViewPitchMax = ViewPitchRange.Y; } } void ACAttachment_Bow::OnUnequip_Implementation() { Super::OnUnequip_Implementation(); AttachTo("Holster_Bow");//Holster_Bow 소켓에 장착. APlayerController* controller = OwnerCharacter->GetController<APlayerController>(); if (!!controller) { controller->PlayerCameraManager->ViewPitchMin = OriginViewPitchRange.X; controller->PlayerCameraManager->ViewPitchMax = OriginViewPitchRange.Y; } }
BP_CAttachment_Bow 생성


ABP_Character - Bow 동작 추가하기

새 애니메이션 레이어 - BowLayer 생성
AnimGraph

블랜드 포즈 (EWeaponType)에 Bow 포즈 추가
- 링크된 애님 레이어 생성 - 방금 전에 만든 BowLayer 설정하고 이어준다.
CSubAction_Bow 생성
새 C++ 클래스 생성 - CSubAction - CSubAction_Bow 생성


CSubAction_Bow.h
#pragma once #include "CoreMinimal.h" #include "Weapons/CSubAction.h" #include "Components/TimelineComponent.h" #include "CSubAction_Bow.generated.h" USTRUCT() struct FAimData { GENERATED_BODY() public: UPROPERTY(EditAnywhere) float TargetArmLength = 100; UPROPERTY(EditAnywhere) FVector SocketOffset = FVector(0, 30, 10); UPROPERTY(EditAnywhere) bool bEnableCameraLag; UPROPERTY(EditAnywhere) FVector CameraLocation; }; UCLASS(Blueprintable) class U2212_06_API UCSubAction_Bow : public UCSubAction { GENERATED_BODY() private: UPROPERTY(EditAnywhere, Category = "Aiming") class UCurveVector* Curve; UPROPERTY(EditAnywhere, Category = "Aiming") FAimData AimData; UPROPERTY(EditAnywhere, Category = "Aiming") float AimingSpeed = 200; public: UCSubAction_Bow(); public: //virtual void Pressed() override; //virtual void Released() override; public: void BeginPlay(class ACharacter* InOwner, class ACAttachment* InAttachment, class UCDoAction* InDoAction) override; public: void Tick_Implementation(float InDeltaTime) override; private: UFUNCTION() void onAiming(FVector Output); private: class USpringArmComponent* SpringArm; class UCameraComponent* Camera; private: FTimeline Timeline; }; //SubAction는 Actor가 아니기 때문에 Component를 가질 수 없다. SubAction은 UObject 상속이다. //그래서 TimelineComponent가 아닌 Timeline으로 작업한다.
CSubAction_Bow.cpp
#include "Weapons/SubActions/CSubAction_Bow.h" #include "Global.h" #include "GameFramework/Character.h" #include "GameFramework/PlayerController.h" #include "GameFramework/SpringArmComponent.h" #include "Camera/CameraComponent.h" #include "Components/CStateComponent.h" #include "Weapons/Attachments/CAttachment_Bow.h" UCSubAction_Bow::UCSubAction_Bow() { CHelpers::GetAsset<UCurveVector>(&Curve, "CurveVector'/Game/Weapons/Bow/Curve_Aiming.Curve_Aiming'");//Editor에서 만든 CurveVector를 할당한다. } void UCSubAction_Bow::BeginPlay(ACharacter* InOwner, ACAttachment* InAttachment, UCDoAction* InDoAction) { Super::BeginPlay(InOwner, InAttachment, InDoAction); SpringArm = CHelpers::GetComponent<USpringArmComponent>(InOwner); Camera = CHelpers::GetComponent<UCameraComponent>(InOwner); FOnTimelineVector timeline; timeline.BindUFunction(this, "OnAiming"); Timeline.AddInterpVector(Curve, timeline); Timeline.SetPlayRate(AimingSpeed); } void UCSubAction_Bow::Tick_Implementation(float InDeltaTime) { Super::Tick_Implementation(InDeltaTime); //TimelineComponent로 사용하는 경우 자기자신이 Tick이 있기 때문에 아래 작업을 안 해도 상관없으나 CSubAction_Bow의 경우 TimelineComponent가 없기 때문에 Tick을 반드시 넣어주어야 한다. Timeline.TickTimeline(InDeltaTime); } void UCSubAction_Bow::onAiming(FVector Output) { }
※참고: TimelineComponent.h

BS_Aiming 생성
애니메이션 - 블래드 스페이스 1D - Skeleton_ElvenBow 선택 - BS_Aiming 생성



Axis Settings
- 가로 축
- Name: Blend
- Minimum Axis Value: 0.0
- Maximum Axis Value: 100.0
- Number of Grid Divisions: 1
Curve_Aiming 생성
기타 - 커브 - Curve_Aiming 생성


Y는 활의 휘는 정도를 조절하는 값이다.
DA_Bow 생성

실행화면

클래스 지정자
Minimal API
private vs Minimal
- private은 컴파일러 자체에서 숨겨버린다.
- Minimal은 직렬화만 못하게 막아준다. 외부 노출을 최소화하여 속도를 높인다.
- 형 변환이 가능하지만, (inline 함수를 제외하고) 호출할 수 없다.
- .cpp 다 무시. .h에서 컴파일되는 inline 함수는 컴파일된다.
Minimal API 사용
class A : Character
{
void Add() { }
inline void Add() { }
}
A* ob = new A();
ob->Add(); 가능
Character* a = Cast<ACharacter>(ob);
ob->Add(); 사용 불가능.
단, inline함수로 선언된 경우 사용 가능하다. inline은 헤더 기준으로 컴파일 된다고 봐도 무방하다.
클래스 지정자
클래스가 엔진과 에디터의 다양한 부분과 어떻게 작동하는지를 지정하기 위해 UClass 선언시 사용되는 키워드입니다.
docs.unrealengine.com
Transient
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