更新鱼竿槽的配置

This commit is contained in:
997146918 2025-09-17 16:57:58 +08:00
parent 1cd0265ee7
commit 32c510f2cc
8 changed files with 53 additions and 2 deletions

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@ -95,6 +95,7 @@ ManualIPAddress=
[CoreRedirects]
+ClassRedirects=(OldName="/Script/ProjectFish.Skill_Pull",NewName="/Script/ProjectFish.SkillEffect_Damage")
+ClassRedirects=(OldName="/Script/ProjectFish.SkillEffect_Pull",NewName="/Script/ProjectFish.SkillEffect_Damage")
+ClassRedirects=(OldName="/Script/ProjectFish.PlayerInventorySubsystem",NewName="/Script/ProjectFish.FishingRodConfigSubsystem")
[/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)

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@ -8,4 +8,7 @@
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@ -107,8 +107,14 @@ protected:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* FishingAction;
/*** Invenroty ***/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true", ToolTip = "玩家背包携带的技能"))
class UBagConfigAsset* DefaultPlayerBag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true", ToolTip = "鱼竿装备槽形状"))
class UBagShapeAsset* FishingRodShape;
private:
FTimerHandle FishingTimerHandle;
bool bIsFishing = false;;

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@ -0,0 +1,17 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FishingRodConfigSubsystem.h"
#include "ProjectFish/DataAsset/BagConfigAsset.h"
void UFishingRodConfigSubsystem::CreatePlayerInventory(class UBagShapeAsset* bagShape)
{
inventoryConfig = NewObject<UBagConfigAsset>(this);
inventoryConfig->BagShapeAsset = bagShape;
}
UBagConfigAsset* UFishingRodConfigSubsystem::GetFishingRodInventory()
{
return this->inventoryConfig;
}

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@ -0,0 +1,24 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "FishingRodConfigSubsystem.generated.h"
/**
*
*/
UCLASS()
class PROJECTFISH_API UFishingRodConfigSubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "PlayerInventorySubsystem")
void CreatePlayerInventory(class UBagShapeAsset* bagShape);
UFUNCTION(BlueprintPure, Category = "PlayerInventorySubsystem")
UBagConfigAsset* GetFishingRodInventory();
private:
class UBagConfigAsset* inventoryConfig = nullptr;
};