修复伤害技能
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@ -28,7 +28,7 @@ enum class ESkillEffectType: uint8
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UENUM(BlueprintType)
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UENUM(BlueprintType)
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enum class EEffectTargetType: uint8
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enum class EEffectTargetType: uint8
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{
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{
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Target UMETA(DisplayName = "对方本体"),
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Target UMETA(DisplayName = "敌人"),
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Self UMETA(DisplayName = "自身"),
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Self UMETA(DisplayName = "自身"),
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TargetSkill UMETA(DisplayName = "对方的装备"),
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TargetSkill UMETA(DisplayName = "对方的装备"),
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SelfSkill UMETA(DisplayName = "自身的装备"),
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SelfSkill UMETA(DisplayName = "自身的装备"),
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@ -18,14 +18,9 @@ void USkillEffect_Damage::Execute(const FSkillContext& context)
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UE_LOG(LogTemp, Error, TEXT("skill %s apply target is not a pawn"), *(OwnerSkill->GetSkillName()));
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UE_LOG(LogTemp, Error, TEXT("skill %s apply target is not a pawn"), *(OwnerSkill->GetSkillName()));
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}
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}
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else
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else
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{
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//对方消耗耐力
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if (target != OwnerSkill->GetOwner())
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{
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{
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Cast<APawnWithSkill>(target)->ApplyyEndurance(-effectData.EffectValue);
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Cast<APawnWithSkill>(target)->ApplyyEndurance(-effectData.EffectValue);
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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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}
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