更新鱼的相关信息配置功能

This commit is contained in:
997146918 2025-09-28 15:38:29 +08:00
parent e995564111
commit 4f3a60c2e6
27 changed files with 59 additions and 5 deletions

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@ -0,0 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FishInfoConfigAsset.h"

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@ -0,0 +1,34 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "FishInfoConfigAsset.generated.h"
/**
*
*/
UCLASS(BlueprintType)
class PROJECTFISH_API UFishInfoConfigAsset : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的名称"))
FText FishName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的模型"))
class USkeletalMesh* FishMesh;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的技能背包"))
class UBagConfigAsset* BagConfigAsset;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的最大生命值"))
int32 MaxEndurance;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的最大韧性"))
int32 MaxTenacity;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "韧性归零时的眩晕时长"))
int32 StunTime;
};

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@ -37,5 +37,9 @@ public:
// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= MapConfig, meta = (AllowedClasses = "SkillAsset", ToolTip = "道具节点提供的技能"))
// TArray<FSoftObjectPath> RandomSkills;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= MapConfig, meta = (ToolTip = "Boss的配置信息", AllowedClasses = "FishInfoConfigAsset "))
FSoftObjectPath BossConfigAsset;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= MapConfig, meta = (ToolTip = "普通怪物节点的配置信息", AllowedClasses = "FishInfoConfigAsset "))
TArray<FSoftObjectPath> FishConfigAssets;
};

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@ -22,4 +22,7 @@ protected:
protected:
UPROPERTY(EditAnywhere,BlueprintReadWrite)
class UBoxComponent* BoxComponent;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (AllowedClasses = FishInfoConfigAsset))
FSoftObjectPath FishInfo;
};

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@ -102,11 +102,18 @@ void UFishingMapSubSystem::MoveToNode(FGuid NodeID)
switch (node->NodeType)
{
case EMapNodeType::Battle:
UGameplayStatics::OpenLevel(this, MapConfig->BattleMapName);
{
FString enemyConfigPath = MapConfig->FishConfigAssets[FMath::RandRange(0, MapConfig->FishConfigAssets.Num() - 1)].GetAssetPathString();
UGameplayStatics::OpenLevel(this, MapConfig->BattleMapName, true, "enemyConfig=" + enemyConfigPath);
break;
}
case EMapNodeType::Boss:
UGameplayStatics::OpenLevel(this, MapConfig->BattleMapName);
{
FString bossConfigPath = MapConfig->BossConfigAsset.GetAssetPathString();
UGameplayStatics::OpenLevel(this, MapConfig->BattleMapName, true, "enemyConfig=" + bossConfigPath);
break;
}
case EMapNodeType::Skill:
//添加技能到背包系统中
if (UGameInstance* GameInstance = GetGameInstance())