feat: 增加重置摄像头位置功能

This commit is contained in:
meishibiezb
2026-03-15 22:16:06 +08:00
parent bbe4ac4bc7
commit 8d086a02fe
7 changed files with 38 additions and 5 deletions

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@@ -27,6 +27,13 @@ void ACameraPawn::CameraMove(const FInputActionValue& Value)
SetActorLocation(GetActorLocation() + f * f2d.X * 10.0f + r * f2d.Y * 10.0f); SetActorLocation(GetActorLocation() + f * f2d.X * 10.0f + r * f2d.Y * 10.0f);
} }
void ACameraPawn::CameraReset(const FInputActionValue& Value)
{
SpringArmComponent->TargetArmLength = 1200.0f;
SetActorRotation(InitialRotation);
SetActorRelativeLocation(FVector::ZeroVector);
}
// Sets default values // Sets default values
ACameraPawn::ACameraPawn() ACameraPawn::ACameraPawn()
{ {
@@ -61,7 +68,11 @@ void ACameraPawn::BeginPlay()
// 附加到父物体 // 附加到父物体
this->AttachToActor(FollowTarget, FAttachmentTransformRules::KeepWorldTransform); this->AttachToActor(FollowTarget, FAttachmentTransformRules::KeepWorldTransform);
} }
// 设置自身旋转
SetActorRotation(InitialRotation);
} }
// Called every frame // Called every frame

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@@ -18,6 +18,8 @@ public:
class UCameraComponent* CameraComponent; class UCameraComponent* CameraComponent;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Camera") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Camera")
APawn* FollowTarget; APawn* FollowTarget;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera")
FRotator InitialRotation = FRotator(-60.0f, 0.0f, 0.0f);
UFUNCTION(BlueprintCallable, Category = "Camera") UFUNCTION(BlueprintCallable, Category = "Camera")
void CameraZoom(const FInputActionValue& Value); void CameraZoom(const FInputActionValue& Value);
@@ -25,6 +27,8 @@ public:
void CameraRotate(const FInputActionValue& Value); void CameraRotate(const FInputActionValue& Value);
UFUNCTION(BlueprintCallable, Category = "Camera") UFUNCTION(BlueprintCallable, Category = "Camera")
void CameraMove(const FInputActionValue& Value); void CameraMove(const FInputActionValue& Value);
UFUNCTION(BlueprintCallable, Category = "Camera")
void CameraReset(const FInputActionValue& Value);
// Sets default values for this pawn's properties // Sets default values for this pawn's properties
ACameraPawn(); ACameraPawn();

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@@ -69,6 +69,14 @@ void AMyCharacter::CameraZoom(const FInputActionValue& Value)
} }
} }
void AMyCharacter::CameraReset(const FInputActionValue& Value)
{
if (CameraActor)
{
CameraActor->CameraReset(Value);
}
}
// Sets default values // Sets default values
AMyCharacter::AMyCharacter() AMyCharacter::AMyCharacter()
{ {
@@ -98,7 +106,7 @@ void AMyCharacter::BeginPlay()
} }
FTransform SpawnTransform(GetActorRotation(), GetActorLocation()); FTransform SpawnTransform(GetActorRotation(), GetActorLocation());
temp = w->SpawnActorDeferred<ACameraPawn>(CameraClass, SpawnTransform); temp = w->SpawnActorDeferred<ACameraPawn>(CameraClass, SpawnTransform);
temp->SetActorRotation(FRotator(-60.0f, 0.0f, 0.0f)); /*temp->SetActorRotation(FRotator(-60.0f, 0.0f, 0.0f));*/
temp->FollowTarget = this; temp->FollowTarget = this;
temp->FinishSpawning(SpawnTransform); temp->FinishSpawning(SpawnTransform);
} }
@@ -153,6 +161,10 @@ void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCompone
{ {
EnhancedInputComponent->BindAction(CameraZoomAction, ETriggerEvent::Triggered, this, &AMyCharacter::CameraZoom); EnhancedInputComponent->BindAction(CameraZoomAction, ETriggerEvent::Triggered, this, &AMyCharacter::CameraZoom);
} }
if (CameraResetAction)
{
EnhancedInputComponent->BindAction(CameraResetAction, ETriggerEvent::Triggered, this, &AMyCharacter::CameraReset);
}
} }
} }

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@@ -24,6 +24,8 @@ public:
class UInputAction* CameraMoveAction; class UInputAction* CameraMoveAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
class UInputAction* CameraZoomAction; class UInputAction* CameraZoomAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
class UInputAction* CameraResetAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Camera") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Camera")
class TSubclassOf<class ACameraPawn> CameraActorClass; class TSubclassOf<class ACameraPawn> CameraActorClass;
@@ -66,4 +68,5 @@ private:
void CameraZoom(const FInputActionValue& Value); void CameraZoom(const FInputActionValue& Value);
void CameraRotate(const FInputActionValue& Value); void CameraRotate(const FInputActionValue& Value);
void CameraMove(const FInputActionValue& Value); void CameraMove(const FInputActionValue& Value);
void CameraReset(const FInputActionValue& Value);
}; };