修改主动技能bug

This commit is contained in:
997146918 2025-09-04 14:57:34 +08:00
parent a98cdd7458
commit 129ed02380
6 changed files with 3 additions and 56 deletions

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@ -4,6 +4,7 @@
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@ -51,18 +51,13 @@ public:
int32 Endurance; int32 Endurance;
//主动技能属性 //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; float CD;
UPROPERTY( BlueprintReadWrite, meta = (ToolTip = "技能CD速度", EditConditionHides, EditCondition = "triggerType == ESkillTriggerType::ActiveSkill")) UPROPERTY( BlueprintReadWrite, meta = (ToolTip = "技能CD速度", EditConditionHides, EditCondition = "triggerType == ESkillTriggerType::ActiveSkill"))
float Speed = 1.0f; 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<class USkillTrigger> SkillTrigger;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "被动技能触发条件配置", UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "被动技能触发条件配置",
EditConditionHides, EditCondition = "triggerType == ESkillTriggerType::PassiveSkill")) EditConditionHides, EditCondition = "triggerType == ESkillTriggerType::PassiveSkill"))
FPassiveTriggerConfig PassiveTriggerConfig; FPassiveTriggerConfig PassiveTriggerConfig;

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@ -38,56 +38,6 @@ void USkillManager::AddPawn(class APawnWithSkill* Pawn, FIntPoint BagSize)
PawnBagState.Add(Pawn, states); PawnBagState.Add(Pawn, states);
} }
// void USkillManager::InitPawns(TArray<APawnWithSkill*> Pawns)
// {
// this->SkillPawns = Pawns;
// }
// USkill* USkillManager::AddSkill(FSkillData data, APawnWithSkill* Pawn, FIntPoint& BagPos)
// {
// TMap<FIntPoint, int32>* 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<USkill>(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<USkill*>& SkillObjects, void USkillManager::AddBagWithSkills(UBagConfigAsset* Bag, APawnWithSkill* Pawn, TArray<USkill*>& SkillObjects,
TArray<FIntPoint>& BagPositions) TArray<FIntPoint>& BagPositions)
{ {
@ -98,6 +48,7 @@ void USkillManager::AddBagWithSkills(UBagConfigAsset* Bag, APawnWithSkill* Pawn,
skill->InitSkill(Pawn, this, PlacedSkill); skill->InitSkill(Pawn, this, PlacedSkill);
SkillObjects.Add(skill); SkillObjects.Add(skill);
BagPositions.Add(FIntPoint(PlacedSkill.PositionX, PlacedSkill.PositionY)); BagPositions.Add(FIntPoint(PlacedSkill.PositionX, PlacedSkill.PositionY));
Skills.Add(skill);
} }