完善光环类技能的触发
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3189d06477
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@ -90,9 +90,7 @@ UENUM(BlueprintType)
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enum class EAuraTriggerTarget: uint8
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{
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Self UMETA(DisplayName = "自身"),
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Enemy UMETA(DisplayName = "对方"),
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SelfAllItems UMETA(DisplayName = "我方全部装备"),
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EnemyAllItems UMETA(DisplayName = "对方全部装备"),
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Enemy UMETA(DisplayName = "对方")
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};
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@ -155,10 +153,10 @@ struct FAuraTriggerConfig
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "触发目标"))
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EAuraTriggerTarget Target = EAuraTriggerTarget::Self;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "百分比值 (0-100)", EditConditionHides,
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "百分比值 (0-1)", EditConditionHides,
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EditCondition = "Condition == EAuraTriggerCondition::HealthBelowPercent || Condition == EAuraTriggerCondition::HealthAbovePercent",
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ClampMin = 0, ClampMax = 100))
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float PercentageValue = 50.0f;
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ClampMin = 0, ClampMax = 1))
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float PercentageValue = 0.5f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "数量值", EditConditionHides,
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EditCondition = "Condition == EAuraTriggerCondition::EquipmentCountNotMoreThan || Condition == EAuraTriggerCondition::EquipmentCountNotLessThan",
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@ -155,6 +155,17 @@ void USkill::ExecuteSkill()
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OnSkillExecute.Broadcast(SkillData->SkillName.ToString());
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}
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void USkill::CancelSkill()
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{
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FSkillContext context;
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context.OwnerSkill = this;
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context.SkillManager = SkillManager;
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for (auto Effect: SkillEffects)
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{
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Effect->Cancel(context);
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}
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}
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FString USkill::GetSkillName() const
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{
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return SkillData->SkillName.ToString();;
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@ -26,6 +26,7 @@ public:
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void InitSkillTrigger();
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void TickSkill(float deltaTime);
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void ExecuteSkill();
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void CancelSkill();
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FString GetSkillName() const;
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class APawnWithSkill* GetOwner();
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@ -41,6 +41,10 @@ void USkillEffect::Execute(const FSkillContext& context)
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, *( GetSkillEffectDes()));
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}
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void USkillEffect::Cancel(const FSkillContext& context)
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{
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}
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void USkillEffect::EffectEnded(const FSkillContext& context)
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{
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}
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@ -18,6 +18,7 @@ class USkillEffect : public UObject
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public:
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void InitSkillEffect(class USkill* skill, FSkillEffectData data);
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virtual void Execute(const FSkillContext& context) ;
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virtual void Cancel(const FSkillContext& context) ;
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virtual void EffectEnded(const FSkillContext& context);
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TArray<UObject*> GetApplyTargets(const FSkillContext& context);
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@ -177,5 +177,81 @@ void USkillTrigger::InitPassiveConditionTriggers()
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void USkillTrigger::InitAuraConditionTriggers()
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{
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switch (AuraTriggerConfig.Condition)
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{
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case EAuraTriggerCondition::None:
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{
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OnTrigger();
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break;
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}
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case EAuraTriggerCondition::HealthBelowPercent:
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{
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//目标pawn
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APawnWithSkill* TargetPawn = AuraTriggerConfig.Target == EAuraTriggerTarget::Self ? SkillContext.OwnerSkill->GetOwner():
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SkillContext.SkillManager->GetEnemyPawn( SkillContext.OwnerSkill->GetOwner());
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//初始检测
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if (!this->bTriggered &&
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TargetPawn->CurrentEndurance /TargetPawn ->MaxEndurance > this->AuraTriggerConfig.PercentageValue)
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{
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OnTrigger();
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}
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//动态检测
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TargetPawn->OnReceiveDamage.AddLambda([this, TargetPawn]()
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{
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if (!this->bTriggered &&
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TargetPawn->CurrentEndurance /TargetPawn ->MaxEndurance < this->AuraTriggerConfig.PercentageValue)
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{
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OnTrigger();
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}
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});
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break;
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}
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case EAuraTriggerCondition::HealthAbovePercent:
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{
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//目标pawn
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APawnWithSkill* TargetPawn = AuraTriggerConfig.Target == EAuraTriggerTarget::Self ? SkillContext.OwnerSkill->GetOwner():
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SkillContext.SkillManager->GetEnemyPawn( SkillContext.OwnerSkill->GetOwner());
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//初始检测
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if (!this->bTriggered &&
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TargetPawn->CurrentEndurance /TargetPawn ->MaxEndurance > this->AuraTriggerConfig.PercentageValue)
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{
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OnTrigger();
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}
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//动态检测
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TargetPawn->OnEnduranceChanged.AddLambda([this, TargetPawn]()
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{
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if (!this->bTriggered &&
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TargetPawn->CurrentEndurance /TargetPawn ->MaxEndurance > this->AuraTriggerConfig.PercentageValue)
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{
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OnTrigger();
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}
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});
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break;
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}
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case EAuraTriggerCondition::EquipmentCountNotMoreThan:
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{
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//目标pawn
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APawnWithSkill* TargetPawn = AuraTriggerConfig.Target == EAuraTriggerTarget::Self ? SkillContext.OwnerSkill->GetOwner():
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SkillContext.SkillManager->GetEnemyPawn( SkillContext.OwnerSkill->GetOwner());
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if (!this->bTriggered && SkillContext.SkillManager->GetSkillsByOwner(TargetPawn).Num() <= this->AuraTriggerConfig.CountValue)
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{
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OnTrigger();
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}
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}
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case EAuraTriggerCondition::EquipmentCountNotLessThan:
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{
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//目标pawn
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APawnWithSkill* TargetPawn = AuraTriggerConfig.Target == EAuraTriggerTarget::Self ? SkillContext.OwnerSkill->GetOwner():
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SkillContext.SkillManager->GetEnemyPawn( SkillContext.OwnerSkill->GetOwner());
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if (!this->bTriggered && SkillContext.SkillManager->GetSkillsByOwner(TargetPawn).Num() >= this->AuraTriggerConfig.CountValue)
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{
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OnTrigger();
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}
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}
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default:
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break;
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}
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}
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