根据节点类型不同,触发不同的节点事件

This commit is contained in:
997146918 2025-09-23 19:07:16 +08:00
parent b6b7f2a411
commit d6df1f4f7a
6 changed files with 17 additions and 0 deletions

View File

@ -28,4 +28,7 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= MapConfig, meta = (ToolTip = "节点垂直间距"))
int32 NodeOffsetY = 300;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= MapConfig, meta = (ToolTip = "战斗节点名称"))
FName BattleMapName = FName(TEXT("Dabaza"));
};

View File

@ -1,5 +1,6 @@
#include "FishingMapSystem.h"
#include "Engine/Engine.h"
#include "Kismet/GameplayStatics.h"
#include "ProjectFish/DataAsset/MapConfigAsset.h"
UFishingMapNode::UFishingMapNode()
@ -87,6 +88,19 @@ void UFishingMapSystem::MoveToNode(FGuid NodeID)
OnNodeStateChange.Broadcast(node->NodeID, EMapNodeState::Immovable);
}
}
//根据节点类型 触发不同的事件
UFishingMapNode* node = GetNode(NodeID);
switch (node->NodeType)
{
case EMapNodeType::Battle:
UGameplayStatics::OpenLevel(this, MapConfig->BattleMapName);
break;
case EMapNodeType::Boss:
UGameplayStatics::OpenLevel(this, MapConfig->BattleMapName);
break;
case EMapNodeType::Skill:
break;;
}
}