文章目录
- 添加标签
- 添加`GA_Blink`
添加标签
CRUNCH_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_Blink_Teleport)CRUNCH_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_Blink_Cooldown)
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_Blink_Teleport, "Ability.Blink.Teleport", "闪烁技能")UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_Blink_Cooldown, "Ability.Blink.Cooldown", "闪烁技能冷却")
添加GA_Blink
#pragma once#include "CoreMinimal.h"
#include "GAS/Core/CGameplayAbility.h"
#include "GA_Blink.generated.h"/*** 闪烁技能:角色选择目标位置进行传送,落地时对周围敌人造成伤害和击退*/
UCLASS()
class CRUNCH_API UGA_Blink : public UCGameplayAbility
{GENERATED_BODY()
public:UGA_Blink();// 激活技能virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;private:// 瞄准阶段动画(选择目标位置)UPROPERTY(EditDefaultsOnly, Category = "Anim")TObjectPtr<UAnimMontage> TargetingMontage;// 传送阶段动画UPROPERTY(EditDefaultsOnly, Category = "Anim")TObjectPtr<UAnimMontage> TeleportMontage;// 地面目标选择器类UPROPERTY(EditDefaultsOnly, Category = "Targeting")TSubclassOf<class ATargetActor_GroundPick> GroundPickTargetActorClass;// 落地伤害效果UPROPERTY(EditDefaultsOnly, Category = "Effect")FGenericDamageEffectDef DamageEffect;// 落地击退速度UPROPERTY(EditDefaultsOnly, Category = "Effect")float BlinkLandTargetPushSpeed = 5000.f;// 落地作用范围半径UPROPERTY(EditDefaultsOnly, Category = "Targeting")float TargetAreaRadius = 1000;// 最大闪烁距离UPROPERTY(EditDefaultsOnly, Category = "Targeting")float BlinkCastRange = 3000.f;// 目标选择完成回调UFUNCTION()void GroundPickTargetReceived(const FGameplayAbilityTargetDataHandle& TargetDataHandle);// 目标选择取消回调UFUNCTION()void GroundPickCancelled(const FGameplayAbilityTargetDataHandle& TargetDataHandle);// 传送事件回调(由动画事件触发)UFUNCTION()void Teleport(FGameplayEventData Payload);// 缓存的目标位置数据FGameplayAbilityTargetDataHandle BlinkTargetDataHandle;
};
#include "GA_Blink.h"#include "AbilitySystemBlueprintLibrary.h"
#include "Abilities/Tasks/AbilityTask_PlayMontageAndWait.h"
#include "Abilities/Tasks/AbilityTask_WaitGameplayEvent.h"
#include "Abilities/Tasks/AbilityTask_WaitTargetData.h"
#include "GAS/TA/TargetActor_GroundPick.h"
// #include "Abilities/Tasks/AbilityTask_ApplyRootMotionMoveToForce.h"UGA_Blink::UGA_Blink()
{ActivationOwnedTags.AddTag(TGameplayTags::Stats_Aim);
}void UGA_Blink::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo,const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData)
{// 检查网络权限和预测键if (!HasAuthorityOrPredictionKey(ActorInfo, &ActivationInfo)){K2_EndAbility();return;}// 任务1:播放瞄准动画UAbilityTask_PlayMontageAndWait* PlayTargetingMontage = UAbilityTask_PlayMontageAndWait::CreatePlayMontageAndWaitProxy(this, NAME_None, TargetingMontage);PlayTargetingMontage->ReadyForActivation();// 任务2:创建目标选择器UAbilityTask_WaitTargetData* WaitBlinkLocationTargetData = UAbilityTask_WaitTargetData::WaitTargetData(this, NAME_None, EGameplayTargetingConfirmation::UserConfirmed, // 需要玩家确认GroundPickTargetActorClass);// 绑定目标选择完成和取消事件WaitBlinkLocationTargetData->ValidData.AddDynamic(this, &UGA_Blink::GroundPickTargetReceived);WaitBlinkLocationTargetData->Cancelled.AddDynamic(this, &UGA_Blink::GroundPickCancelled);WaitBlinkLocationTargetData->ReadyForActivation();// 生成目标选择器实例AGameplayAbilityTargetActor* TargetActor;WaitBlinkLocationTargetData->BeginSpawningActor(this, GroundPickTargetActorClass, TargetActor);ATargetActor_GroundPick* GroundPickTargetActor = Cast<ATargetActor_GroundPick>(TargetActor);if (GroundPickTargetActor){// 配置目标选择器参数GroundPickTargetActor->SetShouldDrawDebug(ShouldDrawDebug()); // 是否显示调试信息GroundPickTargetActor->SetTargetAreaRadius(TargetAreaRadius); // 作用半径GroundPickTargetActor->SetTargetTraceRange(BlinkCastRange); // 最大距离}// 完成生成WaitBlinkLocationTargetData->FinishSpawningActor(this, TargetActor);
}void UGA_Blink::GroundPickTargetReceived(const FGameplayAbilityTargetDataHandle& TargetDataHandle)
{// 提交技能资源(如魔法值消耗)if (!K2_CommitAbility()){K2_EndAbility();return;}// 缓存目标位置数据(传送完成后造成伤害用)BlinkTargetDataHandle = TargetDataHandle;// 确保在服务端或预测有效时执行if (HasAuthorityOrPredictionKey(CurrentActorInfo, &CurrentActivationInfo)){// 任务3:播放传送动画UAbilityTask_PlayMontageAndWait* PlayTeleportMontage = UAbilityTask_PlayMontageAndWait::CreatePlayMontageAndWaitProxy(this, NAME_None, TeleportMontage);// 绑定动画结束事件到能力结束PlayTeleportMontage->OnBlendOut.AddDynamic(this, &UGA_Blink::K2_EndAbility);PlayTeleportMontage->OnCancelled.AddDynamic(this, &UGA_Blink::K2_EndAbility);PlayTeleportMontage->OnInterrupted.AddDynamic(this, &UGA_Blink::K2_EndAbility);PlayTeleportMontage->OnCompleted.AddDynamic(this, &UGA_Blink::K2_EndAbility);PlayTeleportMontage->ReadyForActivation();// 任务4:在服务端监听传送事件(动画通知触发)if (K2_HasAuthority()){UAbilityTask_WaitGameplayEvent* WaitTeleportTimePoint = UAbilityTask_WaitGameplayEvent::WaitGameplayEvent(this, TGameplayTags::Ability_Blink_Teleport);// 绑定传送事件回调WaitTeleportTimePoint->EventReceived.AddDynamic(this, &UGA_Blink::Teleport);WaitTeleportTimePoint->ReadyForActivation();}}
}void UGA_Blink::GroundPickCancelled(const FGameplayAbilityTargetDataHandle& TargetDataHandle)
{K2_EndAbility();
}void UGA_Blink::Teleport(FGameplayEventData Payload)
{if (K2_HasAuthority()){// 从目标数据获取选择的传送位置FHitResult PickedLocationHitResult = UAbilitySystemBlueprintLibrary::GetHitResultFromTargetData(BlinkTargetDataHandle, 1);FVector PickedTeleportLocation = PickedLocationHitResult.ImpactPoint;// 将角色传送到目标位置GetAvatarActorFromActorInfo()->SetActorLocation(PickedTeleportLocation);// 对落点范围内的目标应用伤害效果ApplyDamageToTargetDataHandle(BlinkTargetDataHandle, DamageEffect, GetAbilityLevel(CurrentSpecHandle, CurrentActorInfo));// 击退目标PushTargetsFromOwnerLocation(BlinkTargetDataHandle, BlinkLandTargetPushSpeed);}
}
位移的时候加一个动画通知
把技能添加到角色上
这样技能就齐全了