diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.exp b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.exp
index 19e40b4..79f9c80 100644
Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.exp and b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.exp differ
diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.pdb b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.pdb
index 1e3965e..67be27a 100644
Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.pdb and b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.pdb differ
diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor.pdb b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor.pdb
index df47486..ef1d8bd 100644
Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor.pdb and b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor.pdb differ
diff --git a/ProjectFish/ProjectFish.sln.DotSettings.user b/ProjectFish/ProjectFish.sln.DotSettings.user
index 3202fef..ca37c20 100644
--- a/ProjectFish/ProjectFish.sln.DotSettings.user
+++ b/ProjectFish/ProjectFish.sln.DotSettings.user
@@ -4,6 +4,7 @@
ForceIncluded
ForceIncluded
ForceIncluded
+ ForceIncluded
ForceIncluded
ForceIncluded
ForceIncluded
\ No newline at end of file
diff --git a/ProjectFish/Source/ProjectFish/DataAsset/SkillAsset.h b/ProjectFish/Source/ProjectFish/DataAsset/SkillAsset.h
index 3338559..c4b6791 100644
--- a/ProjectFish/Source/ProjectFish/DataAsset/SkillAsset.h
+++ b/ProjectFish/Source/ProjectFish/DataAsset/SkillAsset.h
@@ -51,17 +51,12 @@ public:
int32 Endurance;
//主动技能属性
- UPROPERTY( BlueprintReadWrite, meta = (ToolTip = "技能CD", EditConditionHides, EditCondition = "triggerType == ESkillTriggerType::ActiveSkill"))
+ UPROPERTY( EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能CD", EditConditionHides, EditCondition = "triggerType == ESkillTriggerType::ActiveSkill"))
float CD;
UPROPERTY( BlueprintReadWrite, meta = (ToolTip = "技能CD速度", EditConditionHides, EditCondition = "triggerType == ESkillTriggerType::ActiveSkill"))
float Speed = 1.0f;
-
- // //被动技能属性
- // UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "被动技能触发器,没有配置的话为光环类技能默认进行触发", AllowedClasses = "SkillTrigger",
- // EditConditionHides, EditCondition = "triggerType != ESkillTriggerType::ActiveSkill"))
- // TSubclassOf SkillTrigger;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "被动技能触发条件配置",
EditConditionHides, EditCondition = "triggerType == ESkillTriggerType::PassiveSkill"))
diff --git a/ProjectFish/Source/ProjectFish/Skill/SkillManager.cpp b/ProjectFish/Source/ProjectFish/Skill/SkillManager.cpp
index 8b054dc..435b684 100644
--- a/ProjectFish/Source/ProjectFish/Skill/SkillManager.cpp
+++ b/ProjectFish/Source/ProjectFish/Skill/SkillManager.cpp
@@ -38,56 +38,6 @@ void USkillManager::AddPawn(class APawnWithSkill* Pawn, FIntPoint BagSize)
PawnBagState.Add(Pawn, states);
}
-// void USkillManager::InitPawns(TArray Pawns)
-// {
-// this->SkillPawns = Pawns;
-// }
-
-// USkill* USkillManager::AddSkill(FSkillData data, APawnWithSkill* Pawn, FIntPoint& BagPos)
-// {
-// TMap* states = PawnBagState.Find(Pawn);
-// FIntPoint BagSize = *PawnInfo.Find(Pawn);
-// bool bAddAble = true;
-// for (int y = 0; y < BagSize.Y; y++)
-// {
-// for (int x = 0; x < BagSize.X; x++)
-// {
-// bAddAble = true;
-// for (int skillX = 0; skillX < data.SkillWeight.X; skillX++)
-// {
-// for (int skillY = 0; skillY < data.SkillWeight.Y; skillY++)
-// {
-// if (states->Find(FIntPoint(x, y) + FIntPoint(skillX, skillY)) == nullptr
-// || *states->Find(FIntPoint(x, y) + FIntPoint(skillX, skillY)) != -1)
-// {
-// bAddAble = false;
-// }
-// }
-// }
-// //满足条件
-// if (bAddAble)
-// {
-// BagPos = FIntPoint(x, y);
-// USkill* skill = NewObject(this);
-// skill->InitSkill(Pawn, this, data, BagPos);
-// Skills.Add(skill);
-// //设置占用状态
-// for (int xTemp = 0; xTemp < data.SkillWeight.X; xTemp++)
-// {
-// for (int yTemp = 0; yTemp < data.SkillWeight.Y; yTemp++)
-// {
-// states->Add(FIntPoint(xTemp, yTemp) + FIntPoint(x, y), GetSkillIndex(skill));
-// }
-// }
-//
-// return skill;
-// }
-// }
-// }
-//
-// return nullptr;
-// }
-
void USkillManager::AddBagWithSkills(UBagConfigAsset* Bag, APawnWithSkill* Pawn, TArray& SkillObjects,
TArray& BagPositions)
{
@@ -98,6 +48,7 @@ void USkillManager::AddBagWithSkills(UBagConfigAsset* Bag, APawnWithSkill* Pawn,
skill->InitSkill(Pawn, this, PlacedSkill);
SkillObjects.Add(skill);
BagPositions.Add(FIntPoint(PlacedSkill.PositionX, PlacedSkill.PositionY));
+ Skills.Add(skill);
}