虚幻引擎UE5 GAS开发RPG游戏-02 设置英雄角色-18 改成网络多人游戏

发布于:2025-07-08 ⋅ 阅读:(19) ⋅ 点赞:(0)

1.上一节,武器加载后,发现只能在单机游戏里生效,显然不是我想要的.

准备在网络游戏里也生效:

创建角色基类的子类:敌人类:WarriorEnemyCharacter

2.将GAS和属性集在英雄角色/敌人角色创建:

Source/Warrior/Private/Characters/WarriorHeroCharacter.cpp:

/*构造函数,初始化属性*/
AWarriorHeroCharacter::AWarriorHeroCharacter()
{
	/*胶囊体组件*/
	GetCapsuleComponent()->InitCapsuleSize(42.f, 92.f);		//初始化胶囊体半径、半高
	bUseControllerRotationPitch = false;	//是否使用控制器的旋转俯仰
	bUseControllerRotationYaw = false;		//是否使用控制器的旋转偏移
	bUseControllerRotationRoll = false;		//是否使用控制器的旋转翻滚

	/*弹簧臂组件*/
	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	CameraBoom->SetupAttachment(GetRootComponent());		//设置父级(根组件)
	CameraBoom->TargetArmLength = 200.f;		//设置臂长
	CameraBoom->SocketOffset = FVector(0.f, 55.f, 65.f);		//插槽偏移
	CameraBoom->bUsePawnControlRotation = true;		//使用棋子控制旋转

	/*相机组件*/
	FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
	FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);		//设置父级(弹簧臂插槽名称)
	FollowCamera->bUsePawnControlRotation = false;

	/*角色移动组件*/
	GetCharacterMovement()->bOrientRotationToMovement = true;		//保持旋转到位移方向
	GetCharacterMovement()->RotationRate = FRotator(0.f, 500.f, 0.f);		//旋转速度(转身速度)
	GetCharacterMovement()->MaxWalkSpeed = 400.f;		//最大位移速度
	GetCharacterMovement()->BrakingDecelerationWalking = 200.f;		//行走加速度

	//将能力系统组件添加到角色
	WarriorAbilitySystemComponent = CreateDefaultSubobject<UWarriorAbilitySystemComponent>(TEXT("WarriorAbilitySystemComponent"));

	//将属性集添加到角色
	WarriorAttributeSet = CreateDefaultSubobject<UWarriorAttributeSet>(TEXT("WarriorAttributeSet"));
	
}

Source/Warrior/Private/Characters/WarriorEnemyCharacter.cpp:

AWarriorEnemyCharacter::AWarriorEnemyCharacter()
{
	//将能力系统组件添加到角色
	WarriorAbilitySystemComponent = CreateDefaultSubobject<UWarriorAbilitySystemComponent>(TEXT("WarriorAbilitySystemComponent"));

	//将属性集添加到角色
	WarriorAttributeSet = CreateDefaultSubobject<UWarriorAttributeSet>(TEXT("WarriorAttributeSet"));
}

3.GAS的复制模式

(1)英雄类采用混合模式:

WarriorAbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);	//复制模式
	

Source/Warrior/Private/Characters/WarriorHeroCharacter.cpp:

// Copyright @ ChenChao


#include "Characters/WarriorHeroCharacter.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "EnhancedInputSubsystems.h"
#include "DataAssets/Input/WarriorDataAssetInputConfig.h"
#include "Components/Input/WarriorInputComponent.h"

#include "WarriorDebugHelper.h"
#include "WarriorGameplayTags.h"
#include "AbilitySystem/WarriorAbilitySystemComponent.h"
#include "AbilitySystem/WarriorAttributeSet.h"
#include "DataAssets/StartUp/DataAsset_StartUpDataBase.h"


/*构造函数,初始化属性*/
AWarriorHeroCharacter::AWarriorHeroCharacter()
{
	/*胶囊体组件*/
	GetCapsuleComponent()->InitCapsuleSize(42.f, 92.f);		//初始化胶囊体半径、半高
	bUseControllerRotationPitch = false;	//是否使用控制器的旋转俯仰
	bUseControllerRotationYaw = false;		//是否使用控制器的旋转偏移
	bUseControllerRotationRoll = false;		//是否使用控制器的旋转翻滚

	/*弹簧臂组件*/
	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	CameraBoom->SetupAttachment(GetRootComponent());		//设置父级(根组件)
	CameraBoom->TargetArmLength = 200.f;		//设置臂长
	CameraBoom->SocketOffset = FVector(0.f, 55.f, 65.f);		//插槽偏移
	CameraBoom->bUsePawnControlRotation = true;		//使用棋子控制旋转

	/*相机组件*/
	FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
	FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);		//设置父级(弹簧臂插槽名称)
	FollowCamera->bUsePawnControlRotation = false;

	/*角色移动组件*/
	GetCharacterMovement()->bOrientRotationToMovement = true;		//保持旋转到位移方向
	GetCharacterMovement()->RotationRate = FRotator(0.f, 500.f, 0.f);		//旋转速度(转身速度)
	GetCharacterMovement()->MaxWalkSpeed = 400.f;		//最大位移速度
	GetCharacterMovement()->BrakingDecelerationWalking = 200.f;		//行走加速度

	//将能力系统组件添加到角色
	WarriorAbilitySystemComponent = CreateDefaultSubobject<UWarriorAbilitySystemComponent>(TEXT("WarriorAbilitySystemComponent"));
	WarriorAbilitySystemComponent->SetIsReplicated(true);
	WarriorAbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);	//复制模式
	
	//将属性集添加到角色
	WarriorAttributeSet = CreateDefaultSubobject<UWarriorAttributeSet>(TEXT("WarriorAttributeSet"));
	
}

//当Controller(玩家或AI)获得该Pawn控制权时触发
void AWarriorHeroCharacter::PossessedBy(AController* NewController)
{
	Super::PossessedBy(NewController);

	if (CharacterStartUpData.IsNull()) return;
	UDataAsset_StartUpDataBase* LoadedData = CharacterStartUpData.LoadSynchronous();
	if (LoadedData == nullptr) return;
	LoadedData->GiveToAbilitySystemComponent(WarriorAbilitySystemComponent);
}

//设置玩家输入组件
void AWarriorHeroCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	checkf(DataAssetInputConfig,TEXT("DataAssetInputConfig 指针为空!"));
	// 获取本地玩家
	class ULocalPlayer* LocalPlayer = GetController<APlayerController>()->GetLocalPlayer();
	check(LocalPlayer);
	// 获取增强输入本地玩家子系统
	UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(LocalPlayer);
	check(Subsystem);
	//添加映射上下文
	Subsystem->AddMappingContext(DataAssetInputConfig->DefaultMappingContext, 0);

	//获取战士输入组件
	UWarriorInputComponent* WarriorInputComponent = CastChecked<UWarriorInputComponent>(PlayerInputComponent);
	// 绑定回调函数
	WarriorInputComponent->BindNativeInputAction(DataAssetInputConfig, WarriorGameplayTags::InputTag_Move, ETriggerEvent::Triggered, this, &AWarriorHeroCharacter::Input_Move);
	WarriorInputComponent->BindNativeInputAction(DataAssetInputConfig, WarriorGameplayTags::InputTag_Look, ETriggerEvent::Triggered, this, &AWarriorHeroCharacter::Input_Look);
}

void AWarriorHeroCharacter::BeginPlay()
{
	Super::BeginPlay();

	
}

//回调函数: 移动输入
void AWarriorHeroCharacter::Input_Move(const FInputActionValue& InputActionValue)
{
	//获取移动二维向量
	const FVector2D MovementVector = InputActionValue.Get<FVector2D>();
	// 获取移动旋转
	const FRotator MovementRotator(0.f, GetControlRotation().Yaw, 0.0f);
	//设置前进
	if (MovementVector.Y != 0.f)
	{
		//前进方向
		const FVector ForwardDirection = MovementRotator.RotateVector(FVector::ForwardVector);
		//添加移动输入
		AddMovementInput(ForwardDirection, MovementVector.Y);
	}
	//设置向右
	if (MovementVector.X != 0.f)
	{
		//向右方向
		const FVector RightDirection = MovementRotator.RotateVector(FVector::RightVector);
		AddMovementInput(RightDirection, MovementVector.X);
	}
	
}

//回调函数: 视角输入
void AWarriorHeroCharacter::Input_Look(const FInputActionValue& InputActionValue)
{
	//获取鼠标轴二维向量
	const FVector2D LookAxisVector = InputActionValue.Get<FVector2D>();
	//左右看
	if (LookAxisVector.X != 0.f)
	{
		AddControllerYawInput(LookAxisVector.X);
	}
	// 上下看
	if (LookAxisVector.Y != 0.f)
	{
		AddControllerPitchInput(LookAxisVector.Y);
	}
}


(2) 敌人类采用最小模式:

WarriorAbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Minimal);	//复制模式
	

Source/Warrior/Private/Characters/WarriorEnemyCharacter.cpp:

// Copyright @ ChenChao


#include "Characters/WarriorEnemyCharacter.h"

#include "AbilitySystem/WarriorAbilitySystemComponent.h"
#include "AbilitySystem/WarriorAttributeSet.h"

AWarriorEnemyCharacter::AWarriorEnemyCharacter()
{
	//将能力系统组件添加到角色
	WarriorAbilitySystemComponent = CreateDefaultSubobject<UWarriorAbilitySystemComponent>(TEXT("WarriorAbilitySystemComponent"));
	WarriorAbilitySystemComponent->SetIsReplicated(true);
	WarriorAbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Minimal);	//复制模式
	
	//将属性集添加到角色
	WarriorAttributeSet = CreateDefaultSubobject<UWarriorAttributeSet>(TEXT("WarriorAttributeSet"));
}

4.初始化GAS的能力演员信息

我们什么时候初始化呢?

玩家角色:

  • ASC在角色上,在PossessedBy()和AcknowledgePossession()调用;
  • ASC在状态类上构造时,在PossessedBy()和OnRep_PlayerState()上调用.

敌人角色:

  • 在BeginPlay()调用

(1)为敌人类初始化演员能力信息:

void AWarriorEnemyCharacter::BeginPlay()
{
	Super::BeginPlay();
	WarriorAbilitySystemComponent->InitAbilityActorInfo(this,this);
}

(2)为玩家类初始化演员能力信息:

Source/Warrior/Public/Characters/WarriorHeroCharacter.h:

	//~Begin Apawn Interface.
	virtual void PossessedBy(AController* NewController) override;	//当Controller(玩家或AI)获得该Pawn控制权时触发
	//~ End APawn Interface

Source/Warrior/Private/Characters/WarriorHeroCharacter.cpp:

//当Controller(玩家或AI)获得该Pawn控制权时触发
void AWarriorHeroCharacter::PossessedBy(AController* NewController)
{
	Super::PossessedBy(NewController);

	if (WarriorAbilitySystemComponent == nullptr) return;
	WarriorAbilitySystemComponent->InitAbilityActorInfo(this, this);

	if (CharacterStartUpData.IsNull()) return;
	UDataAsset_StartUpDataBase* LoadedData = CharacterStartUpData.LoadSynchronous();
	if (LoadedData == nullptr) return;
	LoadedData->GiveToAbilitySystemComponent(WarriorAbilitySystemComponent);
}

Source/Warrior/Public/Controllers/WarriorHeroController.h:

public:
	//~Begin PlayerController Interface.
	virtual void AcknowledgePossession(class APawn* P) override;
	//~ End PlayerController Interface

Source/Warrior/Private/Controllers/WarriorHeroController.cpp:

void AWarriorHeroController::AcknowledgePossession(class APawn* P)
{
	Super::AcknowledgePossession(P);
	AWarriorHeroCharacter* WarriorHeroCharacter = Cast<AWarriorHeroCharacter>(P);
	if (WarriorHeroCharacter) return;
	UWarriorAbilitySystemComponent* WarriorAbilitySystemComponent = WarriorHeroCharacter->GetWarriorAbilitySystemComponent();
	if (WarriorAbilitySystemComponent == nullptr) return;
	WarriorAbilitySystemComponent->InitAbilityActorInfo(this, this);
}

AcknowledgePossession是Unreal Engine中用于处理角色控制权确认的重要函数,通常在网络游戏开发中与GameplayAbilitySystem(GAS)配合使用。该函数的主要功能是:

  1. 服务器-客户端同步‌:当服务器将Pawn的控制权授予客户端时,客户端通过此函数确认接收
  2. GAS初始化关键点‌:必须在函数内调用InitAbilityActorInfo来初始化GAS相关的Actor信息,否则会导致能力系统无法正常工作
  3. 调用位置‌:通常在PossessedBy(服务器端)和AcknowledgePossession(客户端)两个地方成对实现

在专用服务器架构中,该函数对确保客户端和服务器端的GAS组件同步至关重要。若未正确实现,可能导致网络游戏中能力激活失败或属性同步异常等问题。

后续不会了,再学习一下


网站公告

今日签到

点亮在社区的每一天
去签到