完善技能释放log
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@ -104,7 +104,8 @@ void USkill::ApplyRemainingTimeOffset(int timeOffset)
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void USkill::ApplyRemainingRemainingEnduranceOffset(int Offset)
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void USkill::ApplyRemainingRemainingEnduranceOffset(int Offset)
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{
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{
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this->RemainingEndurance = FMath::Max(this->RemainingEndurance + Offset, SkillData.Endurance);
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if (SkillData.Endurance != -1)
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this->RemainingEndurance = FMath::Max(this->RemainingEndurance + Offset, SkillData.Endurance);
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}
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}
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class APawnWithSkill* USkill::GetOwner()
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class APawnWithSkill* USkill::GetOwner()
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@ -21,11 +21,23 @@ void USkillEffect::Execute(const FSkillContext& context)
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FString strTargets;
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FString strTargets;
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for (auto target: targets)
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for (auto target: targets)
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{
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{
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strTargets += "|" + target->GetName();
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if (target->GetClass()->IsChildOf(APawnWithSkill::StaticClass()))
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{
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strTargets += (Cast<APawnWithSkill>(target))->GetActorNameOrLabel() +"|" ;
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}
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else
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{
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strTargets += (Cast<USkill>(target))->GetSkillData().SkillName.ToString() + "|" ;
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}
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}
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}
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const UEnum* EnumPtr = StaticEnum<ESkillEffectType>();
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const UEnum* EnumPtr = StaticEnum<ESkillEffectType>();
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FString type = EnumPtr->GetNameStringByValue(static_cast<int64>(effectData.EffectType)) ;
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FString type = EnumPtr->GetNameStringByValue(static_cast<int64>(effectData.EffectType)) ;
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UE_LOG(LogTemp, Log, TEXT("针对目标 %s 释放技能效果%s"), *strTargets, *type);
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UE_LOG(LogTemp, Warning, TEXT("技能:%s 目标: %s 效果: %s")
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, *OwnerSkill->GetSkillData().SkillName.ToString()
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,*strTargets
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, *( GetSkillEffectDes()));
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}
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}
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void USkillEffect::EffectEnded()
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void USkillEffect::EffectEnded()
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@ -160,7 +172,7 @@ void USkillEffect::GetEffectTargetsByTargetType(const FSkillContext& context, TA
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//所有当前技能右侧的技能
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//所有当前技能右侧的技能
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TArray< USkill*> allSkills = context.SkillManager->GetAllSkills();
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TArray< USkill*> allSkills = context.SkillManager->GetAllSkills();
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int32 index = allSkills.Find(OwnerSkill);
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int32 index = allSkills.Find(OwnerSkill);
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for (int i = index; i < allSkills.Num(); ++i)
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for (int i = index + 1; i < allSkills.Num(); ++i)
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{
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{
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if (allSkills[i]->GetOwner() == OwnerSkill->GetOwner())
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if (allSkills[i]->GetOwner() == OwnerSkill->GetOwner())
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result.Add(allSkills[i]);
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result.Add(allSkills[i]);
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@ -27,7 +27,7 @@ void USkillEffect_ModifySpeed::Execute(const FSkillContext& context)
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GetWorld()->GetTimerManager().SetTimer(TimerHandle, [&]()
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GetWorld()->GetTimerManager().SetTimer(TimerHandle, [&]()
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{
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{
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UE_LOG(LogTemp, Warning, TEXT("取消CD充能效果!"));
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UE_LOG(LogTemp, Log, TEXT("取消CD充能效果!"));
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skill->GetSkillData().Speed = 1;
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skill->GetSkillData().Speed = 1;
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}, UKismetStringLibrary::Conv_StringToInt(effectData.ParamAddition), false); // 单次触发
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}, UKismetStringLibrary::Conv_StringToInt(effectData.ParamAddition), false); // 单次触发
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