diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.pdb b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.pdb index c058dbe..4a9c87e 100644 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.pdb and b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish.pdb differ diff --git a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor.pdb b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor.pdb index 06638f7..1855fd7 100644 Binary files a/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor.pdb and b/ProjectFish/Binaries/Win64/UnrealEditor-ProjectFishEditor.pdb differ diff --git a/ProjectFish/Content/Gameplay/BagSystem/SkillAsset/Pull.uasset b/ProjectFish/Content/Gameplay/BagSystem/SkillAsset/Pull.uasset index 97a28a3..ea3534a 100644 Binary files a/ProjectFish/Content/Gameplay/BagSystem/SkillAsset/Pull.uasset and b/ProjectFish/Content/Gameplay/BagSystem/SkillAsset/Pull.uasset differ diff --git a/ProjectFish/Source/ProjectFish/DataAsset/SkillAsset.h b/ProjectFish/Source/ProjectFish/DataAsset/SkillAsset.h index 79dc85c..545649c 100644 --- a/ProjectFish/Source/ProjectFish/DataAsset/SkillAsset.h +++ b/ProjectFish/Source/ProjectFish/DataAsset/SkillAsset.h @@ -60,7 +60,7 @@ public: //被动技能属性 UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "被动技能触发器,没有配置的话为光环类技能默认进行触发", AllowedClasses = "SkillTrigger", - EditConditionHides, EditCondition = "triggerType == ESkillTriggerType::PassiveSkill")) + EditConditionHides, EditCondition = "triggerType != ESkillTriggerType::ActiveSkill")) TSubclassOf SkillTrigger; diff --git a/ProjectFish/Source/ProjectFish/Skill/Skill.cpp b/ProjectFish/Source/ProjectFish/Skill/Skill.cpp index 727c126..2ba79a8 100644 --- a/ProjectFish/Source/ProjectFish/Skill/Skill.cpp +++ b/ProjectFish/Source/ProjectFish/Skill/Skill.cpp @@ -136,11 +136,22 @@ void USkill::InitSkillTrigger() } break; case ESkillTriggerType::AuraSkill: + if (SkillData->SkillTrigger) + { + USkillTrigger* SkillTrigger = NewObject(this, SkillData->SkillTrigger); + FSkillContext context; + context.OwnerSkill = this; + context.SkillManager = SkillManager; + SkillTrigger->Init(context); + } + else + { //UE_LOG(LogTemp, Warning, TEXT("没有Trigger的被动技能,直接触发")); ExecuteSkill(); + } + break; } - }