被动技能添加触发条件

This commit is contained in:
997146918 2025-09-03 13:24:19 +08:00
parent 9a18402811
commit c24763eae8
5 changed files with 13 additions and 2 deletions

View File

@ -60,7 +60,7 @@ public:
//被动技能属性 //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", 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<class USkillTrigger> SkillTrigger; TSubclassOf<class USkillTrigger> SkillTrigger;

View File

@ -136,11 +136,22 @@ void USkill::InitSkillTrigger()
} }
break; break;
case ESkillTriggerType::AuraSkill: case ESkillTriggerType::AuraSkill:
if (SkillData->SkillTrigger)
{
USkillTrigger* SkillTrigger = NewObject<USkillTrigger>(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")); //UE_LOG(LogTemp, Warning, TEXT("没有Trigger的被动技能直接触发"));
ExecuteSkill(); ExecuteSkill();
break;
} }
break;
}
} }