修改节点的初始状态
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0002.dll
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0002.dll
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0003.dll
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0003.dll
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@ -2,7 +2,7 @@
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"BuildId": "37670630",
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"Modules":
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{
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"ProjectFish": "UnrealEditor-ProjectFish.dll",
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"ProjectFishEditor": "UnrealEditor-ProjectFishEditor.dll"
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"ProjectFish": "UnrealEditor-ProjectFish-0003.dll",
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"ProjectFishEditor": "UnrealEditor-ProjectFishEditor-0003.dll"
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}
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}
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@ -131,6 +131,7 @@ void UFishingMapSubSystem::GenerateNodes()
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NewNode->LayerIndex = LayerIndex;
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NewNode->IndexInLayer = 0;
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NewNode->NodeType = EMapNodeType::Boss;
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NewNode->NodeState = EMapNodeState::Immovable;
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AllNodes.Add(NewNode);
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AllLayers[LayerIndex].AddNode(NewNode);
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}
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@ -145,7 +146,15 @@ void UFishingMapSubSystem::GenerateNodes()
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UFishingMapNode* NewNode = NewObject<UFishingMapNode>(this);
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NewNode->LayerIndex = LayerIndex;
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NewNode->IndexInLayer = NodeIndex;
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//只有第一层的节点 默认是可用状态
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if (LayerIndex == 0)
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{
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NewNode->NodeState = EMapNodeState::Moveable;
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}
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else
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{
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NewNode->NodeState = EMapNodeState::Immovable;
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}
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// 随机节点类型
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NewNode->RandomNodeType();
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AllNodes.Add(NewNode);
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