更新鱼的相关信息配置功能
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ProjectFish/Content/Gameplay/Fish/BP_EnemyFish.uasset
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ProjectFish/Content/Gameplay/Fish/BP_EnemyFish.uasset
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ProjectFish/Content/Gameplay/Fish/Fish_Boss.uasset
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ProjectFish/Content/Gameplay/Fish/Fish_Boss.uasset
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ProjectFish/Content/Gameplay/Fish/Fish_DeepInfo.uasset
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ProjectFish/Content/Gameplay/Fish/Fish_DeepInfo.uasset
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FishInfoConfigAsset.h"
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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 "Engine/DataAsset.h"
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#include "FishInfoConfigAsset.generated.h"
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/**
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*
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*/
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UCLASS(BlueprintType)
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class PROJECTFISH_API UFishInfoConfigAsset : public UDataAsset
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的名称"))
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FText FishName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的模型"))
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class USkeletalMesh* FishMesh;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的技能背包"))
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class UBagConfigAsset* BagConfigAsset;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的最大生命值"))
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int32 MaxEndurance;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的最大韧性"))
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int32 MaxTenacity;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "韧性归零时的眩晕时长"))
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int32 StunTime;
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};
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TArray<class USkillAsset*> RandomSkills;
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TArray<class USkillAsset*> RandomSkills;
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= MapConfig, meta = (AllowedClasses = "SkillAsset", ToolTip = "道具节点提供的技能"))
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= MapConfig, meta = (AllowedClasses = "SkillAsset", ToolTip = "道具节点提供的技能"))
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// TArray<FSoftObjectPath> RandomSkills;
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// TArray<FSoftObjectPath> RandomSkills;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= MapConfig, meta = (ToolTip = "Boss的配置信息", AllowedClasses = "FishInfoConfigAsset "))
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FSoftObjectPath BossConfigAsset;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= MapConfig, meta = (ToolTip = "普通怪物节点的配置信息", AllowedClasses = "FishInfoConfigAsset "))
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TArray<FSoftObjectPath> FishConfigAssets;
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};
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};
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protected:
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protected:
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UPROPERTY(EditAnywhere,BlueprintReadWrite)
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UPROPERTY(EditAnywhere,BlueprintReadWrite)
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class UBoxComponent* BoxComponent;
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class UBoxComponent* BoxComponent;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (AllowedClasses = FishInfoConfigAsset))
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FSoftObjectPath FishInfo;
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};
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};
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@ -102,11 +102,18 @@ void UFishingMapSubSystem::MoveToNode(FGuid NodeID)
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switch (node->NodeType)
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switch (node->NodeType)
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{
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{
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case EMapNodeType::Battle:
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case EMapNodeType::Battle:
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UGameplayStatics::OpenLevel(this, MapConfig->BattleMapName);
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{
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break;
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FString enemyConfigPath = MapConfig->FishConfigAssets[FMath::RandRange(0, MapConfig->FishConfigAssets.Num() - 1)].GetAssetPathString();
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UGameplayStatics::OpenLevel(this, MapConfig->BattleMapName, true, "enemyConfig=" + enemyConfigPath);
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break;
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}
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case EMapNodeType::Boss:
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case EMapNodeType::Boss:
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UGameplayStatics::OpenLevel(this, MapConfig->BattleMapName);
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{
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break;
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FString bossConfigPath = MapConfig->BossConfigAsset.GetAssetPathString();
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UGameplayStatics::OpenLevel(this, MapConfig->BattleMapName, true, "enemyConfig=" + bossConfigPath);
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break;
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}
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case EMapNodeType::Skill:
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case EMapNodeType::Skill:
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//添加技能到背包系统中
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//添加技能到背包系统中
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if (UGameInstance* GameInstance = GetGameInstance())
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if (UGameInstance* GameInstance = GetGameInstance())
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