调整节点状态逻辑

This commit is contained in:
997146918 2025-09-22 20:32:04 +08:00
parent b50712416a
commit b6b7f2a411
10 changed files with 7 additions and 6 deletions

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@ -2,7 +2,7 @@
"BuildId": "37670630", "BuildId": "37670630",
"Modules": "Modules":
{ {
"ProjectFish": "UnrealEditor-ProjectFish.dll", "ProjectFish": "UnrealEditor-ProjectFish-0001.dll",
"ProjectFishEditor": "UnrealEditor-ProjectFishEditor.dll" "ProjectFishEditor": "UnrealEditor-ProjectFishEditor-0001.dll"
} }
} }

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@ -58,7 +58,7 @@ int32 UFishingMapSystem::GetNodeAtLayerIndex(FGuid NodeID) const
return -1; return -1;
} }
TObjectPtr<UFishingMapNode> UFishingMapSystem::GetNode(FGuid NodeID) UFishingMapNode* UFishingMapSystem::GetNode(FGuid NodeID)
{ {
for (auto node: AllNodes) for (auto node: AllNodes)
{ {
@ -84,7 +84,7 @@ void UFishingMapSystem::MoveToNode(FGuid NodeID)
if (MoveableNodeIDs.Find(node->NodeID) == -1) if (MoveableNodeIDs.Find(node->NodeID) == -1)
{ {
//节点不在可移动的列表内,更新状态 //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);
} }
} }
} }

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@ -5,7 +5,7 @@
#include "ProjectFish/Definations.h" #include "ProjectFish/Definations.h"
#include "FishingMapSystem.generated.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 // 简化的地图节点
UCLASS(BlueprintType) UCLASS(BlueprintType)
@ -80,7 +80,8 @@ public:
UFUNCTION(BlueprintPure, Category = "FishingMap") UFUNCTION(BlueprintPure, Category = "FishingMap")
int32 GetNodeAtLayerIndex(FGuid NodeID) const; int32 GetNodeAtLayerIndex(FGuid NodeID) const;
TObjectPtr<UFishingMapNode> GetNode(FGuid NodeID) ; UFUNCTION(BlueprintPure, Category = "FishingMap")
class UFishingMapNode* GetNode(FGuid NodeID) ;
// 清空地图 // 清空地图
UFUNCTION(BlueprintCallable, Category = "FishingMap") UFUNCTION(BlueprintCallable, Category = "FishingMap")