调整被动类技能的ui显示
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@ -134,7 +134,7 @@ struct FSkillData: public FTableRowBase
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int32 Endurance;
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int32 Endurance;
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//被动技能属性
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//被动技能属性
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "技能CD速度", AllowedClasses = "SkillTrigger", EditConditionHides, EditCondition = "!bActiveSkill"))
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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"))
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TSubclassOf<class USkillTrigger> SkillTrigger;
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TSubclassOf<class USkillTrigger> SkillTrigger;
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@ -63,10 +63,9 @@ void USkill::InitSkillTrigger()
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{
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{
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if (!SkillData.bActiveSkill)
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if (!SkillData.bActiveSkill)
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{
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{
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if (SkillData.SkillTrigger)
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USkillTrigger* SkillTrigger = NewObject<USkillTrigger>(this, SkillData.SkillTrigger);
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if (SkillTrigger)
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{
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{
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USkillTrigger* SkillTrigger = NewObject<USkillTrigger>(this, SkillData.SkillTrigger);
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FSkillContext context;
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FSkillContext context;
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context.OwnerSkill = this;
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context.OwnerSkill = this;
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context.SkillManager = SkillManager;
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context.SkillManager = SkillManager;
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