添加碰撞时的相机抖动配置
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@ -1,6 +1,6 @@
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[/Script/EngineSettings.GameMapsSettings]
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/TopDown/Maps/TopDownMap.TopDownMap
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GameDefaultMap=/Game/TopDown/Maps/TopDownMap.TopDownMap
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EditorStartupMap=/Game/Maps/Dabaza.Dabaza
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EditorStartupMap=/Game/ART/Map/fishing.fishing
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GlobalDefaultGameMode="/Script/ProjectFish.ProjectFishGameMode"
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GlobalDefaultGameMode="/Script/ProjectFish.ProjectFishGameMode"
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[/Script/Engine.RendererSettings]
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[/Script/Engine.RendererSettings]
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@ -274,4 +274,7 @@ struct FShipDataConfig
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Collision", meta = (ForceUnits = "cm", ToolTip = "与角色的最小距离"))
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Collision", meta = (ForceUnits = "cm", ToolTip = "与角色的最小距离"))
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float CameraMinDistance = 500.0f;
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float CameraMinDistance = 500.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera|Collision", meta = (ForceUnits = "cm", ToolTip = "碰撞时的相机抖动类型"))
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TSubclassOf<UCameraShakeBase> CollisionCameraShakeClass;
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};
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};
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@ -120,6 +120,12 @@ void AShipbase::OnOverlapWall(UPrimitiveComponent* HitComp, AActor* OtherActor,
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{
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{
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LaunchCharacter(GetCharacterMovement()->GetLastUpdateVelocity()*-1.f*ShipData.BounceFactor,
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LaunchCharacter(GetCharacterMovement()->GetLastUpdateVelocity()*-1.f*ShipData.BounceFactor,
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true, true);
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true, true);
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//Play Camera Shake
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if (APlayerController* PC = GetController<APlayerController>()) {
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if (IsValid(ShipData.CollisionCameraShakeClass)) {
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PC->PlayerCameraManager->StartCameraShake(ShipData.CollisionCameraShakeClass, 1.0f);
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}
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}
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}
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}
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}
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}
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