更新鱼竿槽的配置
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@ -95,6 +95,7 @@ ManualIPAddress=
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[CoreRedirects]
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+ClassRedirects=(OldName="/Script/ProjectFish.Skill_Pull",NewName="/Script/ProjectFish.SkillEffect_Damage")
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+ClassRedirects=(OldName="/Script/ProjectFish.SkillEffect_Pull",NewName="/Script/ProjectFish.SkillEffect_Damage")
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+ClassRedirects=(OldName="/Script/ProjectFish.PlayerInventorySubsystem",NewName="/Script/ProjectFish.FishingRodConfigSubsystem")
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[/Script/Engine.CollisionProfile]
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-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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@ -107,6 +107,12 @@ protected:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* FishingAction;
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/*** Invenroty ***/
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true", ToolTip = "玩家背包携带的技能"))
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class UBagConfigAsset* DefaultPlayerBag;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true", ToolTip = "鱼竿装备槽形状"))
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class UBagShapeAsset* FishingRodShape;
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private:
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@ -0,0 +1,17 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FishingRodConfigSubsystem.h"
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#include "ProjectFish/DataAsset/BagConfigAsset.h"
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void UFishingRodConfigSubsystem::CreatePlayerInventory(class UBagShapeAsset* bagShape)
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{
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inventoryConfig = NewObject<UBagConfigAsset>(this);
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inventoryConfig->BagShapeAsset = bagShape;
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}
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UBagConfigAsset* UFishingRodConfigSubsystem::GetFishingRodInventory()
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{
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return this->inventoryConfig;
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}
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@ -0,0 +1,24 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Subsystems/GameInstanceSubsystem.h"
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#include "FishingRodConfigSubsystem.generated.h"
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/**
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*
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*/
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UCLASS()
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class PROJECTFISH_API UFishingRodConfigSubsystem : public UGameInstanceSubsystem
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "PlayerInventorySubsystem")
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void CreatePlayerInventory(class UBagShapeAsset* bagShape);
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UFUNCTION(BlueprintPure, Category = "PlayerInventorySubsystem")
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UBagConfigAsset* GetFishingRodInventory();
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private:
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class UBagConfigAsset* inventoryConfig = nullptr;
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};
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