修改技能配置无限次耐久度
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@ -50,13 +50,19 @@ void USkill::InitSkill(APawnWithSkill* owner, USkillManager* skillManager, FSkil
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}
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}
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}
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}
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bool USkill::SkillTickAble()
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{
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return RemainingEndurance >0 || RemainingEndurance == -1;
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}
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void USkill::TickSkill(float deltaTime)
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void USkill::TickSkill(float deltaTime)
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{
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{
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RemainingTime -= deltaTime * SkillData.Speed;
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RemainingTime -= deltaTime * SkillData.Speed;
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if (RemainingTime <= 0 && RemainingEndurance >0)
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if (RemainingTime <= 0 && SkillTickAble())
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{
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{
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RemainingTime = 0;
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RemainingTime = 0;
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--RemainingEndurance;
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if (RemainingEndurance >0)
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--RemainingEndurance;
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FSkillContext context;
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FSkillContext context;
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context.Self = Owner;
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context.Self = Owner;
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context.SkillManager = SkillManager;
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context.SkillManager = SkillManager;
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@ -64,8 +70,7 @@ void USkill::TickSkill(float deltaTime)
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{
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{
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Effect->Execute(context);
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Effect->Execute(context);
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}
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}
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if (RemainingEndurance > 0)
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RemainingTime = SkillData.CD;
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RemainingTime = SkillData.CD;
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}
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}
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if (RemainingEndurance == 0)
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if (RemainingEndurance == 0)
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{
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{
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@ -29,6 +29,9 @@ public:
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void SetSkillData( FSkillData SkillData);
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void SetSkillData( FSkillData SkillData);
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void ApplyRemainingTimeOffset(int timeOffset);
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void ApplyRemainingTimeOffset(int timeOffset);
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void ApplyRemainingRemainingEnduranceOffset(int Offset);
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void ApplyRemainingRemainingEnduranceOffset(int Offset);
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UFUNCTION(BlueprintPure)
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bool SkillTickAble();
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protected:
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protected:
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UPROPERTY(BlueprintAssignable)
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UPROPERTY(BlueprintAssignable)
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FSkillUpdate OnSkillUpdate;
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FSkillUpdate OnSkillUpdate;
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@ -45,3 +48,5 @@ protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (ToolTip = "剩余耐久度"))
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (ToolTip = "剩余耐久度"))
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int32 RemainingEndurance;
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int32 RemainingEndurance;
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};
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};
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