diff --git a/ProjectFish/Content/DataTable/PawnSkills.uasset b/ProjectFish/Content/DataTable/PawnSkills.uasset index 24d3762..b3d527b 100644 Binary files a/ProjectFish/Content/DataTable/PawnSkills.uasset and b/ProjectFish/Content/DataTable/PawnSkills.uasset differ diff --git a/ProjectFish/Content/UI/WBP_SkillCard.uasset b/ProjectFish/Content/UI/WBP_SkillCard.uasset index ce065ae..8bf5777 100644 Binary files a/ProjectFish/Content/UI/WBP_SkillCard.uasset and b/ProjectFish/Content/UI/WBP_SkillCard.uasset differ diff --git a/ProjectFish/Content/__ExternalActors__/Maps/Dabaza/8/VO/DV1AKH9EUYVRMVYP3DYZVH.uasset b/ProjectFish/Content/__ExternalActors__/Maps/Dabaza/8/VO/DV1AKH9EUYVRMVYP3DYZVH.uasset index abadf53..77d0b39 100644 Binary files a/ProjectFish/Content/__ExternalActors__/Maps/Dabaza/8/VO/DV1AKH9EUYVRMVYP3DYZVH.uasset and b/ProjectFish/Content/__ExternalActors__/Maps/Dabaza/8/VO/DV1AKH9EUYVRMVYP3DYZVH.uasset differ diff --git a/ProjectFish/Source/ProjectFish/Definations.h b/ProjectFish/Source/ProjectFish/Definations.h index 9864075..15c813a 100644 --- a/ProjectFish/Source/ProjectFish/Definations.h +++ b/ProjectFish/Source/ProjectFish/Definations.h @@ -134,7 +134,7 @@ struct FSkillData: public FTableRowBase int32 Endurance; //被动技能属性 - UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能CD速度", AllowedClasses = "SkillTrigger", EditConditionHides, EditCondition = "!bActiveSkill")) + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "被动技能触发器,没有配置的话为光环类技能默认进行触发", AllowedClasses = "SkillTrigger", EditConditionHides, EditCondition = "!bActiveSkill")) TSubclassOf SkillTrigger; diff --git a/ProjectFish/Source/ProjectFish/Skill/Skill.cpp b/ProjectFish/Source/ProjectFish/Skill/Skill.cpp index 92454ea..26d42ca 100644 --- a/ProjectFish/Source/ProjectFish/Skill/Skill.cpp +++ b/ProjectFish/Source/ProjectFish/Skill/Skill.cpp @@ -63,10 +63,9 @@ void USkill::InitSkillTrigger() { if (!SkillData.bActiveSkill) { - - USkillTrigger* SkillTrigger = NewObject(this, SkillData.SkillTrigger); - if (SkillTrigger) + if (SkillData.SkillTrigger) { + USkillTrigger* SkillTrigger = NewObject(this, SkillData.SkillTrigger); FSkillContext context; context.OwnerSkill = this; context.SkillManager = SkillManager;