之前一直没搞懂按下鼠标左键开火之后,代码的逻辑是怎么走的,今天看懂了之前没看懂的部分,进了一步
ShooterCharacter.cpp
void AShooterCharacter::OnStartFire() {AShooterPlayerController* MyPC = Cast<AShooterPlayerController>(Controller);if (MyPC && MyPC->IsGameInputAllowed()){if (IsRunning()){SetRunning(false, false);}StartWeaponFire();} }
void AShooterCharacter::StartWeaponFire() {if (!bWantsToFire){bWantsToFire = true;if (CurrentWeapon){CurrentWeapon->StartFire();}} }
ShooterWeapon.cpp,其中Role==ROLE_Authority表示该程序运行在服务器。如果是客户端,则将调用ServerStartFire来调用服务端的StartFire方法。这是多人游戏中的机制
void AShooterWeapon::StartFire() {if (Role < ROLE_Authority){ServerStartFire();}if (!bWantsToFire){bWantsToFire = true;DetermineWeaponState();} }
void AShooterWeapon::DetermineWeaponState() {EWeaponState::Type NewState = EWeaponState::Idle;if (bIsEquipped){if( bPendingReload ){if( CanReload() == false ){NewState = CurrentState;}else{NewState = EWeaponState::Reloading;}} else if ( (bPendingReload == false ) && ( bWantsToFire == true ) && ( CanFire() == true )){NewState = EWeaponState::Firing;}}else if (bPendingEquip){NewState = EWeaponState::Equipping;}SetWeaponState(NewState); }
void AShooterWeapon::SetWeaponState(EWeaponState::Type NewState) {const EWeaponState::Type PrevState = CurrentState;if (PrevState == EWeaponState::Firing && NewState != EWeaponState::Firing){OnBurstFinished();}CurrentState = NewState;if (PrevState != EWeaponState::Firing && NewState == EWeaponState::Firing){OnBurstStarted();} }
void AShooterWeapon::OnBurstStarted() {// start firing, can be delayed to satisfy TimeBetweenShotsconst float GameTime = GetWorld()->GetTimeSeconds();if (LastFireTime > 0 && WeaponConfig.TimeBetweenShots > 0.0f &&LastFireTime + WeaponConfig.TimeBetweenShots > GameTime){GetWorldTimerManager().SetTimer(TimerHandle_HandleFiring, this, &AShooterWeapon::HandleFiring, LastFireTime + WeaponConfig.TimeBetweenShots - GameTime, false);}else{HandleFiring();} }
下面标红的FireWeapon这个函数,实际上在AShooterWeapon中是一个虚函数,并且没有实现,实现是放在了子类中。它有两个子类,分别是AShooterWeapon_Instant(弹道类)和AShooterWeapon_Projectile(投掷类)
我觉得肯定真正使用到的类就是这两个子类,所以包括之前的这个流程,实际上都是子类中的,只不过是从父类中继承而已,当然我此时此刻没有去深究那些方法的可见性修饰符,是否会被继承这些细节问题,我先暂时这么认为吧
void AShooterWeapon::HandleFiring() {if ((CurrentAmmoInClip > 0 || HasInfiniteClip() || HasInfiniteAmmo()) && CanFire()){if (GetNetMode() != NM_DedicatedServer){SimulateWeaponFire();}if (MyPawn && MyPawn->IsLocallyControlled()){FireWeapon();UseAmmo();// update firing FX on remote clients if function was called on serverBurstCounter++;}}else if (CanReload()){StartReload();}else if (MyPawn && MyPawn->IsLocallyControlled()){if (GetCurrentAmmo() == 0 && !bRefiring){PlayWeaponSound(OutOfAmmoSound);AShooterPlayerController* MyPC = Cast<AShooterPlayerController>(MyPawn->Controller);AShooterHUD* MyHUD = MyPC ? Cast<AShooterHUD>(MyPC->GetHUD()) : NULL;if (MyHUD){MyHUD->NotifyOutOfAmmo();}}// stop weapon fire FX, but stay in Firing stateif (BurstCounter > 0){OnBurstFinished();}}if (MyPawn && MyPawn->IsLocallyControlled()){// local client will notify serverif (Role < ROLE_Authority){ServerHandleFiring();}// reload after firing last roundif (CurrentAmmoInClip <= 0 && CanReload()){StartReload();}// setup refire timerbRefiring = (CurrentState == EWeaponState::Firing && WeaponConfig.TimeBetweenShots > 0.0f);if (bRefiring){GetWorldTimerManager().SetTimer(TimerHandle_HandleFiring, this, &AShooterWeapon::HandleFiring, WeaponConfig.TimeBetweenShots, false);}}LastFireTime = GetWorld()->GetTimeSeconds(); }
void AShooterWeapon_Instant::FireWeapon() {const int32 RandomSeed = FMath::Rand();FRandomStream WeaponRandomStream(RandomSeed);const float CurrentSpread = GetCurrentSpread();const float ConeHalfAngle = FMath::DegreesToRadians(CurrentSpread * 0.5f);
//获取AShooterPlayerController的rotation的单位向量const FVector AimDir = GetAdjustedAim();const FVector StartTrace = GetCameraDamageStartLocation(AimDir);const FVector ShootDir = WeaponRandomStream.VRandCone(AimDir, ConeHalfAngle, ConeHalfAngle);const FVector EndTrace = StartTrace + ShootDir * InstantConfig.WeaponRange;const FHitResult Impact = WeaponTrace(StartTrace, EndTrace);ProcessInstantHit(Impact, StartTrace, ShootDir, RandomSeed, CurrentSpread);CurrentFiringSpread = FMath::Min(InstantConfig.FiringSpreadMax, CurrentFiringSpread + InstantConfig.FiringSpreadIncrement); }