UE5多人MOBA+GAS 24、创建属性UI(一)
文章目录
- 添加一些新的属性
- 创新一个UI用来显示属性
- 在蓝图中继承UI,并显示UI
添加一些新的属性
添加一些新的属性
UCLASS()
class UCAttributeSet : public UAttributeSet
{// 攻击力UPROPERTY(ReplicatedUsing = OnRep_AttackDamage)FGameplayAttributeData AttackDamage;ATTRIBUTE_ACCESSORS(UCAttributeSet, AttackDamage)// 护甲值UPROPERTY(ReplicatedUsing = OnRep_Armor)FGameplayAttributeData Armor;ATTRIBUTE_ACCESSORS(UCAttributeSet, Armor)// 移动速度UPROPERTY(ReplicatedUsing = OnRep_MoveSpeed)FGameplayAttributeData MoveSpeed;ATTRIBUTE_ACCESSORS(UCAttributeSet, MoveSpeed)// 移动加速度UPROPERTY(ReplicatedUsing = OnRep_MoveAcceleration)FGameplayAttributeData MoveAcceleration;ATTRIBUTE_ACCESSORS(UCAttributeSet, MoveAcceleration)UFUNCTION()void OnRep_AttackDamage(const FGameplayAttributeData& OldValue);UFUNCTION()void OnRep_Armor(const FGameplayAttributeData& OldValue);UFUNCTION()void OnRep_MoveSpeed(const FGameplayAttributeData& OldValue);UFUNCTION()void OnRep_MoveAcceleration(const FGameplayAttributeData& OldValue);
};
void UCAttributeSet::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
{Super::GetLifetimeReplicatedProps(OutLifetimeProps);DOREPLIFETIME_CONDITION_NOTIFY(UCAttributeSet, Health, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCAttributeSet, MaxHealth, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCAttributeSet, Mana, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCAttributeSet, MaxMana, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCAttributeSet, AttackDamage, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCAttributeSet, Armor, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCAttributeSet, MoveSpeed, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCAttributeSet, MoveAcceleration, COND_None, REPNOTIFY_Always);
}void UCAttributeSet::OnRep_AttackDamage(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCAttributeSet, AttackDamage, OldValue);
}void UCAttributeSet::OnRep_Armor(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCAttributeSet, Armor, OldValue);
}void UCAttributeSet::OnRep_MoveSpeed(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCAttributeSet, MoveSpeed, OldValue);
}void UCAttributeSet::OnRep_MoveAcceleration(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCAttributeSet, MoveAcceleration, OldValue);
}
再创建一个玩家角色用的属性
// 幻雨喜欢小猫咪#pragma once#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "AbilitySystemComponent.h"
#include "CHeroAttributeSet.generated.h"// 属性访问器宏,自动生成属性的Getter/Setter等
#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)/*** 英雄属性集(UCHeroAttributeSet)* 用于管理英雄的成长属性、经验、等级、升级点、金币等* 支持属性同步、属性变化回调等功能*/
UCLASS()
class UCHeroAttributeSet : public UAttributeSet
{GENERATED_BODY()
public:// 属性访问器声明(自动生成标准接口)ATTRIBUTE_ACCESSORS(UCHeroAttributeSet, Intelligence) // 智力ATTRIBUTE_ACCESSORS(UCHeroAttributeSet, Strength) // 力量ATTRIBUTE_ACCESSORS(UCHeroAttributeSet, Experience) // 当前经验ATTRIBUTE_ACCESSORS(UCHeroAttributeSet, PrevLevelExperience) // 上一级所需经验ATTRIBUTE_ACCESSORS(UCHeroAttributeSet, NextLevelExperience) // 下一级所需经验ATTRIBUTE_ACCESSORS(UCHeroAttributeSet, Level) // 当前等级ATTRIBUTE_ACCESSORS(UCHeroAttributeSet, UpgradePoint) // 可用升级点ATTRIBUTE_ACCESSORS(UCHeroAttributeSet, MaxLevel) // 最大等级ATTRIBUTE_ACCESSORS(UCHeroAttributeSet, MaxLevelExperience) // 满级所需经验ATTRIBUTE_ACCESSORS(UCHeroAttributeSet, Gold) // 金币ATTRIBUTE_ACCESSORS(UCHeroAttributeSet, StrengthGrowthRate) // 力量成长率ATTRIBUTE_ACCESSORS(UCHeroAttributeSet, IntelligenceGrowthRate) // 智力成长率// 属性同步(网络复制)配置virtual void GetLifetimeReplicatedProps( TArray< class FLifetimeProperty > & OutLifetimeProps ) const override;
private:// 智力UPROPERTY(ReplicatedUsing = OnRep_Intelligence)FGameplayAttributeData Intelligence;// 力量UPROPERTY(ReplicatedUsing = OnRep_Strength)FGameplayAttributeData Strength;// 当前经验UPROPERTY(ReplicatedUsing = OnRep_Experience)FGameplayAttributeData Experience;// 力量成长率UPROPERTY()FGameplayAttributeData StrengthGrowthRate;// 智力成长率UPROPERTY()FGameplayAttributeData IntelligenceGrowthRate;// 上一级所需经验UPROPERTY(ReplicatedUsing = OnRep_PrevLevelExperience)FGameplayAttributeData PrevLevelExperience;// 下一级所需经验UPROPERTY(ReplicatedUsing = OnRep_NextLevelExperience)FGameplayAttributeData NextLevelExperience;// 当前等级UPROPERTY(ReplicatedUsing = OnRep_Level)FGameplayAttributeData Level;// 可用升级点UPROPERTY(ReplicatedUsing = OnRep_UpgradePoint)FGameplayAttributeData UpgradePoint;// 最大等级UPROPERTY(ReplicatedUsing = OnRep_MaxLevel)FGameplayAttributeData MaxLevel;// 满级所需经验UPROPERTY(ReplicatedUsing = OnRep_MaxLevelExperience)FGameplayAttributeData MaxLevelExperience;// 金币UPROPERTY(ReplicatedUsing = OnRep_Gold)FGameplayAttributeData Gold;// 属性同步回调(用于客户端属性变化通知)UFUNCTION()void OnRep_Intelligence(const FGameplayAttributeData& OldValue);UFUNCTION()void OnRep_Strength(const FGameplayAttributeData& OldValue);UFUNCTION()void OnRep_Experience(const FGameplayAttributeData& OldValue);UFUNCTION()void OnRep_PrevLevelExperience(const FGameplayAttributeData& OldValue);UFUNCTION()void OnRep_NextLevelExperience(const FGameplayAttributeData& OldValue);UFUNCTION()void OnRep_Level(const FGameplayAttributeData& OldValue);UFUNCTION()void OnRep_UpgradePoint(const FGameplayAttributeData& OldValue);UFUNCTION()void OnRep_MaxLevel(const FGameplayAttributeData& OldValue);UFUNCTION()void OnRep_MaxLevelExperience(const FGameplayAttributeData& OldValue);UFUNCTION()void OnRep_Gold(const FGameplayAttributeData& OldValue);
};
// 幻雨喜欢小猫咪#include "GAS/Core/CHeroAttributeSet.h"
#include "Net/UnrealNetwork.h"
#include "GameplayEffectExtension.h"void UCHeroAttributeSet::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
{Super::GetLifetimeReplicatedProps(OutLifetimeProps);DOREPLIFETIME_CONDITION_NOTIFY(UCHeroAttributeSet, Intelligence, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCHeroAttributeSet, Strength, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCHeroAttributeSet, Experience, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCHeroAttributeSet, PrevLevelExperience, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCHeroAttributeSet, NextLevelExperience, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCHeroAttributeSet, Level, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCHeroAttributeSet, UpgradePoint, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCHeroAttributeSet, MaxLevel, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCHeroAttributeSet, MaxLevelExperience, COND_None, REPNOTIFY_Always);DOREPLIFETIME_CONDITION_NOTIFY(UCHeroAttributeSet, Gold, COND_None, REPNOTIFY_Always);
}void UCHeroAttributeSet::OnRep_Intelligence(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCHeroAttributeSet, Intelligence, OldValue);
}void UCHeroAttributeSet::OnRep_Strength(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCHeroAttributeSet, Strength, OldValue);
}void UCHeroAttributeSet::OnRep_Experience(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCHeroAttributeSet, Experience, OldValue);
}void UCHeroAttributeSet::OnRep_PrevLevelExperience(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCHeroAttributeSet, PrevLevelExperience, OldValue);
}void UCHeroAttributeSet::OnRep_NextLevelExperience(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCHeroAttributeSet, NextLevelExperience, OldValue);
}void UCHeroAttributeSet::OnRep_Level(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCHeroAttributeSet, Level, OldValue);
}void UCHeroAttributeSet::OnRep_UpgradePoint(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCHeroAttributeSet, UpgradePoint, OldValue);
}void UCHeroAttributeSet::OnRep_MaxLevel(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCHeroAttributeSet, MaxLevel, OldValue);
}void UCHeroAttributeSet::OnRep_MaxLevelExperience(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCHeroAttributeSet, MaxLevelExperience, OldValue);
}void UCHeroAttributeSet::OnRep_Gold(const FGameplayAttributeData& OldValue)
{GAMEPLAYATTRIBUTE_REPNOTIFY(UCHeroAttributeSet, Gold, OldValue);
}
在玩家角色中创建该属性集
#pragma region Gameplay Ability
private:// 瞄准状态变化时回调virtual void OnAimStateChanged(bool bIsAiming) override;UPROPERTY()TObjectPtr<UCHeroAttributeSet> HeroAttributeSet;
#pragma endregion
在构造函数中创建该属性集
ACPlayerCharacter::ACPlayerCharacter()
{HeroAttributeSet = CreateDefaultSubobject<UCHeroAttributeSet>(TEXT("HeroAttributeSet"));
}
创新一个UI用来显示属性
创建一个StatsGauge
将属性传入过去显示
// 幻雨喜欢小猫咪#pragma once#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "Blueprint/UserWidget.h"
#include "GameplayEffectTypes.h"
#include "Components/Image.h"
#include "Components/TextBlock.h"
#include "StatsGauge.generated.h"/*** 绑定属性数值的UI*/
UCLASS()
class CRUNCH_API UStatsGauge : public UUserWidget
{GENERATED_BODY()
public:// 构建前virtual void NativePreConstruct() override;// 构建时virtual void NativeConstruct() override;private:// 属性图标控件UPROPERTY(meta=(BindWidget))TObjectPtr<UImage> Icon;// 属性数值文本控件UPROPERTY(meta=(BindWidget))TObjectPtr<UTextBlock> AttributeText;// 需要显示的属性UPROPERTY(EditAnywhere, Category = "Attribute")FGameplayAttribute Attribute;// 图标资源UPROPERTY(EditAnywhere, Category = "Visual")TObjectPtr<UTexture2D> IconTexture;// 设置属性数值显示void SetValue(float NewVal);// 数字格式化选项FNumberFormattingOptions NumberFormattingOptions;// 属性变化回调void AttributeChanged(const FOnAttributeChangeData& Data);
};
// 幻雨喜欢小猫咪#include "UI/Gameplay/StatsGauge.h"#include "AbilitySystemBlueprintLibrary.h"
#include "AbilitySystemComponent.h"void UStatsGauge::NativePreConstruct()
{Super::NativePreConstruct();Icon->SetBrushFromTexture(IconTexture);
}void UStatsGauge::NativeConstruct()
{Super::NativeConstruct();// 设置为整数格式NumberFormattingOptions.MaximumFractionalDigits = 0;APawn* OwnerPlayerPawn = GetOwningPlayerPawn();if (!OwnerPlayerPawn) return;UAbilitySystemComponent* OwnerASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(OwnerPlayerPawn);if (OwnerASC){bool bFound;float AttributeValue = OwnerASC->GetGameplayAttributeValue(Attribute, bFound);if (bFound){SetValue(AttributeValue);}OwnerASC->GetGameplayAttributeValueChangeDelegate(Attribute).AddUObject(this, &UStatsGauge::AttributeChanged);}
}void UStatsGauge::SetValue(float NewVal)
{AttributeText->SetText(FText::AsNumber(NewVal, &NumberFormattingOptions));
}void UStatsGauge::AttributeChanged(const FOnAttributeChangeData& Data)
{SetValue(Data.NewValue);
}
将属性UI放到游戏界面中,在GameplayWidget
中添加几个属性UI
// 属性面板:攻击力显示控件UPROPERTY(meta=(BindWidget))TObjectPtr<UStatsGauge> AttackDamageGauge;// 属性面板:护甲显示控件UPROPERTY(meta=(BindWidget))TObjectPtr<UStatsGauge> ArmorGauge;// 属性面板:移动速度显示控件UPROPERTY(meta=(BindWidget))TObjectPtr<UStatsGauge> MoveSpeedGauge;// 属性面板:智力显示控件UPROPERTY(meta=(BindWidget))TObjectPtr<UStatsGauge> IntelligenceGauge;// 属性面板:力量显示控件UPROPERTY(meta=(BindWidget))TObjectPtr<UStatsGauge> StrengthGauge;
在蓝图中继承UI,并显示UI
去到UE中创建蓝图版本的属性UI,再将其添加到GameplayWidget中去
添加一个边界作为底色