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); }