diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll new file mode 100644 index 0000000..0ea917d Binary files /dev/null and b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.dll index 89683f4..02c3221 100644 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.dll and b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.dll differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0001.dll b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0001.dll new file mode 100644 index 0000000..08d8689 Binary files /dev/null and b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor-0001.dll differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor.modules b/ProjectFish/Binaries/Win64/UnrealEditor.modules index 22c08e6..fe900f8 100644 --- a/ProjectFish/Binaries/Win64/UnrealEditor.modules +++ b/ProjectFish/Binaries/Win64/UnrealEditor.modules @@ -2,7 +2,7 @@ "BuildId": "37670630", "Modules": { - "ProjectFish": "UnrealEditor-ProjectFish.dll", - "ProjectFishEditor": "UnrealEditor-ProjectFishEditor.dll" + "ProjectFish": "UnrealEditor-ProjectFish-0001.dll", + "ProjectFishEditor": "UnrealEditor-ProjectFishEditor-0001.dll" } } \ No newline at end of file diff --git a/ProjectFish/Content/Gameplay/MapSystem/BP_MapNode.uasset b/ProjectFish/Content/Gameplay/MapSystem/BP_MapNode.uasset index 6a050d7..af5dfa8 100644 Binary files a/ProjectFish/Content/Gameplay/MapSystem/BP_MapNode.uasset and b/ProjectFish/Content/Gameplay/MapSystem/BP_MapNode.uasset differ diff --git a/ProjectFish/Content/Gameplay/MapSystem/M_MapNode.uasset b/ProjectFish/Content/Gameplay/MapSystem/M_MapNode.uasset index 700579d..8ade792 100644 Binary files a/ProjectFish/Content/Gameplay/MapSystem/M_MapNode.uasset and b/ProjectFish/Content/Gameplay/MapSystem/M_MapNode.uasset differ diff --git a/ProjectFish/Content/Gameplay/MapSystem/MapConfig.uasset b/ProjectFish/Content/Gameplay/MapSystem/MapConfig.uasset index 93fd688..daa7d1a 100644 Binary files a/ProjectFish/Content/Gameplay/MapSystem/MapConfig.uasset and b/ProjectFish/Content/Gameplay/MapSystem/MapConfig.uasset differ diff --git a/ProjectFish/Content/Maps/MaySystem.umap b/ProjectFish/Content/Maps/MaySystem.umap index 9d0a4cb..7702dc8 100644 Binary files a/ProjectFish/Content/Maps/MaySystem.umap and b/ProjectFish/Content/Maps/MaySystem.umap differ diff --git a/ProjectFish/Source/ProjectFish/Gameplay/MapSystem/FishingMapSystem.cpp b/ProjectFish/Source/ProjectFish/Gameplay/MapSystem/FishingMapSystem.cpp index e7c646f..fd09070 100644 --- a/ProjectFish/Source/ProjectFish/Gameplay/MapSystem/FishingMapSystem.cpp +++ b/ProjectFish/Source/ProjectFish/Gameplay/MapSystem/FishingMapSystem.cpp @@ -58,7 +58,7 @@ int32 UFishingMapSystem::GetNodeAtLayerIndex(FGuid NodeID) const return -1; } -TObjectPtr UFishingMapSystem::GetNode(FGuid NodeID) +UFishingMapNode* UFishingMapSystem::GetNode(FGuid NodeID) { for (auto node: AllNodes) { @@ -84,7 +84,7 @@ void UFishingMapSystem::MoveToNode(FGuid NodeID) if (MoveableNodeIDs.Find(node->NodeID) == -1) { //节点不在可移动的列表内,更新状态 - OnNodeStateChange.Broadcast(EMapNodeState::Immovable); + OnNodeStateChange.Broadcast(node->NodeID, EMapNodeState::Immovable); } } } diff --git a/ProjectFish/Source/ProjectFish/Gameplay/MapSystem/FishingMapSystem.h b/ProjectFish/Source/ProjectFish/Gameplay/MapSystem/FishingMapSystem.h index 6ff26b3..a2f1be0 100644 --- a/ProjectFish/Source/ProjectFish/Gameplay/MapSystem/FishingMapSystem.h +++ b/ProjectFish/Source/ProjectFish/Gameplay/MapSystem/FishingMapSystem.h @@ -5,7 +5,7 @@ #include "ProjectFish/Definations.h" #include "FishingMapSystem.generated.h" -DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnNodeStateChange, EMapNodeState, NewState); +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnNodeStateChange, FGuid, NodeID, EMapNodeState, NewState); // 简化的地图节点 UCLASS(BlueprintType) @@ -80,7 +80,8 @@ public: UFUNCTION(BlueprintPure, Category = "FishingMap") int32 GetNodeAtLayerIndex(FGuid NodeID) const; - TObjectPtr GetNode(FGuid NodeID) ; + UFUNCTION(BlueprintPure, Category = "FishingMap") + class UFishingMapNode* GetNode(FGuid NodeID) ; // 清空地图 UFUNCTION(BlueprintCallable, Category = "FishingMap")