调整节点状态逻辑
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BIN
ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.dll
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@ -2,7 +2,7 @@
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"BuildId": "37670630",
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"BuildId": "37670630",
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"Modules":
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"Modules":
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{
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{
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"ProjectFish": "UnrealEditor-ProjectFish.dll",
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"ProjectFish": "UnrealEditor-ProjectFish-0001.dll",
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"ProjectFishEditor": "UnrealEditor-ProjectFishEditor.dll"
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"ProjectFishEditor": "UnrealEditor-ProjectFishEditor-0001.dll"
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}
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}
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}
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}
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@ -58,7 +58,7 @@ int32 UFishingMapSystem::GetNodeAtLayerIndex(FGuid NodeID) const
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return -1;
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return -1;
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}
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}
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TObjectPtr<UFishingMapNode> UFishingMapSystem::GetNode(FGuid NodeID)
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UFishingMapNode* UFishingMapSystem::GetNode(FGuid NodeID)
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{
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{
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for (auto node: AllNodes)
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for (auto node: AllNodes)
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{
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{
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@ -84,7 +84,7 @@ void UFishingMapSystem::MoveToNode(FGuid NodeID)
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if (MoveableNodeIDs.Find(node->NodeID) == -1)
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if (MoveableNodeIDs.Find(node->NodeID) == -1)
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{
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{
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//节点不在可移动的列表内,更新状态
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//节点不在可移动的列表内,更新状态
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OnNodeStateChange.Broadcast(EMapNodeState::Immovable);
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OnNodeStateChange.Broadcast(node->NodeID, EMapNodeState::Immovable);
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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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@ -5,7 +5,7 @@
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#include "ProjectFish/Definations.h"
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#include "ProjectFish/Definations.h"
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#include "FishingMapSystem.generated.h"
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#include "FishingMapSystem.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnNodeStateChange, EMapNodeState, NewState);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnNodeStateChange, FGuid, NodeID, EMapNodeState, NewState);
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// 简化的地图节点
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// 简化的地图节点
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UCLASS(BlueprintType)
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UCLASS(BlueprintType)
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@ -80,7 +80,8 @@ public:
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UFUNCTION(BlueprintPure, Category = "FishingMap")
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UFUNCTION(BlueprintPure, Category = "FishingMap")
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int32 GetNodeAtLayerIndex(FGuid NodeID) const;
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int32 GetNodeAtLayerIndex(FGuid NodeID) const;
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TObjectPtr<UFishingMapNode> GetNode(FGuid NodeID) ;
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UFUNCTION(BlueprintPure, Category = "FishingMap")
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class UFishingMapNode* GetNode(FGuid NodeID) ;
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// 清空地图
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// 清空地图
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UFUNCTION(BlueprintCallable, Category = "FishingMap")
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UFUNCTION(BlueprintCallable, Category = "FishingMap")
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