添加鱼竿的技能配置,添加鱼竿的加速技能
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ProjectFish/Content/FishingRodSkills/UFRS_TriggerBySKill.uasset
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ProjectFish/Content/FishingRodSkills/UFRS_TriggerBySKill.uasset
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@ -53,7 +53,18 @@ void UFishingRobComponent::BeginPlay()
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Enemy = pawn;
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}
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}
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});
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//初始化鱼竿技能
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for (auto skill : FishRob.Skills)
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{
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UFishingRodSKill_Base* SkillObject = NewObject<UFishingRodSKill_Base>(OwnerPawn, skill.SkillClass);
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if (SkillObject != nullptr)
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{
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FRSkills.Add(SkillObject);
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SkillObject->Init(OwnerPawn);
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}
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}
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});
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}
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// ...
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@ -5,6 +5,7 @@
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "ProjectFish/Definations.h"
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#include "ProjectFish/FishingRodSKill_Base.h"
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#include "FishingRodComponent.generated.h"
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@ -33,4 +34,7 @@ public:
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FFishingRod FishRob;
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class APawnWithSkill* Enemy;
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float CurrentCDTime = 0.f;
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UPROPERTY(BlueprintReadOnly)
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TArray<UFishingRodSKill_Base*> FRSkills;
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};
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@ -142,6 +142,7 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FName SkillRowName;
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};
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/**
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*
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@ -161,8 +162,8 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "鱼竿技能名称"))
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FName SkillName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (AllowedClasses = "Object", ToolTip = "技能图片"))
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FSoftObjectPath SkillObject;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (ToolTip = "鱼钩技能"))
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TSubclassOf<class UFishingRodSKill_Base> SkillClass;
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};
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USTRUCT(BlueprintType)
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8
ProjectFish/Source/ProjectFish/FishingRodSKill_Base.cpp
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8
ProjectFish/Source/ProjectFish/FishingRodSKill_Base.cpp
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@ -0,0 +1,8 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FishingRodSKill_Base.h"
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UFishingRodSKill_Base::UFishingRodSKill_Base()
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{
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}
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22
ProjectFish/Source/ProjectFish/FishingRodSKill_Base.h
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22
ProjectFish/Source/ProjectFish/FishingRodSKill_Base.h
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@ -0,0 +1,22 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Definations.h"
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#include "UObject/Object.h"
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#include "FishingRodSKill_Base.generated.h"
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/**
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*
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*/
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UCLASS(Blueprintable)
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class PROJECTFISH_API UFishingRodSKill_Base : public UObject
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{
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GENERATED_BODY()
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public:
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UFishingRodSKill_Base();
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UFUNCTION(BlueprintImplementableEvent)
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void Init(class APawnWithSkill* Owner);
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};
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@ -73,6 +73,7 @@ void USkill::TickSkill(float deltaTime)
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Effect->Execute(context);
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}
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RemainingTime = SkillData.CD;
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OnSkillExecute.Broadcast(SkillData.SkillName.ToString());
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}
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if (RemainingEndurance == 0)
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{
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@ -10,7 +10,7 @@
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#include "Skill.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FSkillUpdate);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSkillExecute, FString, SkillName );
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/**
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*
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*/
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@ -27,7 +27,8 @@ public:
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FSkillData& GetSkillData();
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void SetSkillData( FSkillData SkillData);
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void ApplyRemainingTimeOffset(int timeOffset);
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UFUNCTION(BlueprintCallable)
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void ApplyRemainingTimeOffset(int timeOffset);
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void ApplyRemainingRemainingEnduranceOffset(int Offset);
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UFUNCTION(BlueprintPure)
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@ -35,6 +36,9 @@ public:
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protected:
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UPROPERTY(BlueprintAssignable)
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FSkillUpdate OnSkillUpdate;
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UPROPERTY(BlueprintAssignable)
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FSkillExecute OnSkillExecute;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (ToolTip = "技能效果"))
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FSkillData SkillData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (ToolTip = "技能效果"))
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@ -47,6 +47,17 @@ TArray<APawnWithSkill*> USkillManager::GetAllPawns()
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return SkillPawns;
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}
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TArray<class USkill*> USkillManager::GetSkillsByOwner(APawnWithSkill* Pawn)
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{
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TArray<class USkill*> skills;
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for (auto Skill : Skills)
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{
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if (Skill->GetOwner() == Pawn)
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skills.Add(Skill);
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}
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return skills;
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}
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TArray< USkill*> USkillManager::GetAllSkills()
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{
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return Skills;
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@ -32,7 +32,10 @@ public:
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UFUNCTION(BlueprintCallable)
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TArray<APawnWithSkill*> GetAllPawns();
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintPure)
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TArray<class USkill*> GetSkillsByOwner(APawnWithSkill* Pawn);
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UFUNCTION(BlueprintPure)
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TArray<class USkill*> GetAllSkills();
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protected:
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UPROPERTY(BlueprintReadWrite)
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