1,获取鼠标在当前场景中坐标系统的中的position,加入场景地图的范围是一千平方米,那么这个position的范围也是1000米x1000米。
注册鼠标事件
FInputActionBinding &action1 = InputComponent->BindAction("SetDestination", IE_Pressed, this, &AHPlayerController::OnSetDestinationPressed);
函数实现MoveToMouseCursor(),此函数放在PlayerController::PlayerTick()内调用,重写下PlayerTick():
void AHPlayerController::MoveToMouseCursor()
{
// Trace to see what is under the mouse cursor
FHitResult Hit;
GetHitResultUnderCursor(ECC_Visibility, false, Hit); if (Hit.bBlockingHit)
{
// We hit something, move there
SetNewMoveDestination(Hit.ImpactPoint);
}
}
2,获取鼠标再显示屏内的坐标系统的position。假如屏幕分辨率是1280x720,那么这个position的范围就是(0, 0)到(1280, 720)。PlayerController::GetMousePosition()。
AHPlayerController* PC = ... float LocX = ;
float LocY = ;
PC->GetMousePosition(LocX, LocY);
3,触屏设备上获取场景内点击的position,其范围与第1种情况相同。
注册touch事件
InputComponent->BindTouch(EInputEvent::IE_Pressed, this, &AHPlayerController::MoveToTouchLocation);
函数实现:
void AHPlayerController::MoveToTouchLocation(const ETouchIndex::Type FingerIndex, const FVector Location)
{
FVector2D ScreenSpaceLocation(Location); // Trace to see what is under the touch location
FHitResult HitResult;
GetHitResultAtScreenPosition(ScreenSpaceLocation, CurrentClickTraceChannel, true, HitResult);
if (HitResult.bBlockingHit)
{
// We hit something, move there
SetNewMoveDestination(HitResult.ImpactPoint);
}
}