diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll deleted file mode 100644 index 7273bad..0000000 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll and /dev/null differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0002.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0002.dll deleted file mode 100644 index 430f616..0000000 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0002.dll and /dev/null differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0003.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0003.dll deleted file mode 100644 index e167897..0000000 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0003.dll and /dev/null differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0004.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0004.dll deleted file mode 100644 index 8c638fc..0000000 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0004.dll and /dev/null differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0005.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0005.dll deleted file mode 100644 index 300eb0b..0000000 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0005.dll and /dev/null differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0006.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0006.dll deleted file mode 100644 index 372a3c8..0000000 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0006.dll and /dev/null differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.dll index fe0f649..f252905 100644 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.dll and b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.dll differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0001.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0001.dll deleted file mode 100644 index 0f2dbcc..0000000 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0001.dll and /dev/null differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0002.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0002.dll deleted file mode 100644 index e1f0317..0000000 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0002.dll and /dev/null differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0003.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0003.dll deleted file mode 100644 index 7aa5b06..0000000 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0003.dll and /dev/null differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0004.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0004.dll deleted file mode 100644 index aae1e3d..0000000 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0004.dll and /dev/null differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0005.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0005.dll deleted file mode 100644 index 313d49c..0000000 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0005.dll and /dev/null differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0006.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0006.dll deleted file mode 100644 index 8b2ee30..0000000 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0006.dll and /dev/null differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor.modules b/ProjectFish/Binaries/Win64/UnrealEditor.modules index 7b02944..22c08e6 100644 --- a/ProjectFish/Binaries/Win64/UnrealEditor.modules +++ b/ProjectFish/Binaries/Win64/UnrealEditor.modules @@ -2,7 +2,7 @@ "BuildId": "37670630", "Modules": { - "ProjectFish": "UnrealEditor-ProjectFish-0006.dll", - "ProjectFishEditor": "UnrealEditor-ProjectFishEditor-0006.dll" + "ProjectFish": "UnrealEditor-ProjectFish.dll", + "ProjectFishEditor": "UnrealEditor-ProjectFishEditor.dll" } } \ No newline at end of file diff --git a/ProjectFish/Source/ProjectFish/DataAsset/FishingMapSystem.cpp b/ProjectFish/Source/ProjectFish/DataAsset/FishingMapSystem.cpp index e5aee66..23f8cad 100644 --- a/ProjectFish/Source/ProjectFish/DataAsset/FishingMapSystem.cpp +++ b/ProjectFish/Source/ProjectFish/DataAsset/FishingMapSystem.cpp @@ -85,6 +85,7 @@ void UFishingMapSystem::GenerateNodes() { // 随机生成节点数量 int32 NodeCount = FMath::RandRange(MapConfig->Layer_MinNodes, MapConfig->Layer_MaxNodes); + //int32 NodeCount = 4; // 生成节点 for (int32 NodeIndex = 0; NodeIndex < NodeCount; ++NodeIndex) { @@ -183,17 +184,18 @@ TArray UFishingMapSystem::GenerateNonCrossingConnections(int3 int32 connectionBeginIndex = LastToNodeIndex; int32 endIndex = ToNodes.GetNodeNum() - 1; //随机连线的最左侧位置,根据当前所在layer的index 调整概率 - int32 connectionEndIndex = FMath::Max(connectionBeginIndex, - (FMath::RandRange(connectionBeginIndex, endIndex + (FromNodes.GetNodeNum() - NodeIndex)) - (FromNodes.GetNodeNum() - NodeIndex)) ); + // int32 connectionEndIndex = FMath::Max(connectionBeginIndex, + // (FMath::RandRange(connectionBeginIndex, endIndex + (FromNodes.GetNodeNum() - NodeIndex)) - (FromNodes.GetNodeNum() - NodeIndex)) ); + int32 connectionEndIndex = FMath::RandRange(connectionBeginIndex, endIndex); //随机指定当前node 连接上层node的范围 LastToNodeIndex = connectionEndIndex; for(int32 i = connectionBeginIndex; i <= connectionEndIndex; ++i) { //添加连线 - Connections.Add(FSimpleConnection(FromNodes.GetNode(NodeIndex)->NodeID, ToNodes.GetNode(connectionEndIndex)->NodeID)); + Connections.Add(FSimpleConnection(FromNodes.GetNode(NodeIndex)->NodeID, ToNodes.GetNode(i )->NodeID)); UE_LOG(LogTemp, Warning, TEXT("下层 %d -> 上层 %d "),GetNodeAtLayerIndex(FromNodes.GetNode(NodeIndex)->NodeID), - GetNodeAtLayerIndex(ToNodes.GetNode(connectionEndIndex)->NodeID)); + GetNodeAtLayerIndex(ToNodes.GetNode(i )->NodeID)); } } //第二步 确保tolayer 每个节点都有连接线,没有连接线的分配 指定范围内的下层节点