被动技能添加触发条件
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@ -60,7 +60,7 @@ public:
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//被动技能属性
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//被动技能属性
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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",
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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",
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EditConditionHides, EditCondition = "triggerType == ESkillTriggerType::PassiveSkill"))
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EditConditionHides, EditCondition = "triggerType != ESkillTriggerType::ActiveSkill"))
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TSubclassOf<class USkillTrigger> SkillTrigger;
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TSubclassOf<class USkillTrigger> SkillTrigger;
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@ -136,11 +136,22 @@ void USkill::InitSkillTrigger()
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}
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}
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break;
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break;
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case ESkillTriggerType::AuraSkill:
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case ESkillTriggerType::AuraSkill:
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if (SkillData->SkillTrigger)
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{
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USkillTrigger* SkillTrigger = NewObject<USkillTrigger>(this, SkillData->SkillTrigger);
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FSkillContext context;
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context.OwnerSkill = this;
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context.SkillManager = SkillManager;
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SkillTrigger->Init(context);
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}
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else
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{
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//UE_LOG(LogTemp, Warning, TEXT("没有Trigger的被动技能,直接触发"));
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//UE_LOG(LogTemp, Warning, TEXT("没有Trigger的被动技能,直接触发"));
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ExecuteSkill();
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ExecuteSkill();
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}
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break;
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break;
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}
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}
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}
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}
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