我們在場景中放置兩個(gè)攝像頭,每隔一段時(shí)間就在兩個(gè)攝像頭之間進(jìn)行視角切換。文章來源:http://www.zghlxwxcb.cn/news/detail-517605.html
- 新建一個(gè)項(xiàng)目空項(xiàng)目,新鍵一個(gè)空關(guān)卡。在關(guān)卡中放置兩個(gè)攝像頭Actor,一個(gè)就是單獨(dú)的攝像頭組件,另外一個(gè)是放在Actor上的攝像頭.
- 新建一個(gè)攝像頭的Actor類,有兩個(gè)Actor成員變量,用來保存兩個(gè)相機(jī)
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CameraDirector.generated.h"
UCLASS()
class CHANGECAMERA_API ACameraDirector : public AActor {
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ACameraDirector();
UPROPERTY(EditAnywhere)
AActor* CameraOne;
UPROPERTY(EditAnywhere)
AActor* CameraTwo;
float TimeToNextCameraChange;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
// Fill out your copyright notice in the Description page of Project Settings.
#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);
//攝像機(jī)停留時(shí)間
const float TimeBetweenCameraChanges = 5.0f;
//平滑過渡時(shí)間
const float SmoothBlendTime = /*0.75*/2.0f;
TimeToNextCameraChange -= DeltaTime;
if (TimeToNextCameraChange <= 0.0f) {
TimeToNextCameraChange += TimeBetweenCameraChanges;
//獲取本機(jī)玩家控制器Player0
APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);
if (OurPlayerController) {
//GetViewTarget 獲取玩家身上的相機(jī)Actor
//如果不是攝像機(jī)one的話,就直接切花到攝像機(jī)one
if ((OurPlayerController->GetViewTarget() != CameraOne) && (CameraOne != nullptr)) {
//OurPlayerController->SetViewTarget(CameraOne);
OurPlayerController->SetViewTargetWithBlend(CameraOne, SmoothBlendTime);
} else if ((OurPlayerController->GetViewTarget() != CameraTwo) && (CameraTwo != nullptr)) {
//平滑的切換到攝像機(jī)two
OurPlayerController->SetViewTargetWithBlend(CameraTwo, SmoothBlendTime, EViewTargetBlendFunction::VTBlend_Linear);
}
}
}
}
- 然后把生成的類放置到場景中,并且給兩個(gè)成員變量選定場景中的兩個(gè)攝像頭
然后運(yùn)行就可以看到場景在兩個(gè)攝像頭之間來回切換。
aaa文章來源地址http://www.zghlxwxcb.cn/news/detail-517605.html
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