编译完成后,在内容浏览器中找到CameraDirector,并拖入关卡编辑器中。
在Camera Director中设置如下:
点击Play,可以看到视口由Cube连续地滑动到CameraTwo处
这一节到这里就结束了,下一部分我会学习Variables,Timers,and Events
这是全部的代码:
CameraDirector.h
// Fill out your copyright notice in the Description page of Project Settings.
#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;
};
CameraDirector.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#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;
//搜寻处理玩家控制的Actor
APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);
if (OurPlayerController)
{
if ((OurPlayerController->GetViewTarget() != CameraOne) && (CameraOne != nullptr))
{
//立即切换到相机1
OurPlayerController->SetViewTarget(CameraOne);
}
else if ((OurPlayerController->GetViewTarget() != CameraTwo) && (CameraTwo != nullptr))
{
//平滑的切换到相机2
OurPlayerController->SetViewTargetWithBlend(CameraTwo, SmoothBlendTime);
}
}
}
}