修改 伤害触发 逻辑bug
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@ -15,13 +15,18 @@ void APawnWithSkill::ApplyyEndurance_Implementation(float enduranceOffset, UObje
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{
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{
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if (enduranceOffset < 0)
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if (enduranceOffset < 0)
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{
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{
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//受到伤害
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OnReceiveDamage.Broadcast(Source);
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//受到的伤害最低为1点
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//受到的伤害最低为1点
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enduranceOffset = FMath::Min(-1, enduranceOffset + DamageReduce);
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enduranceOffset = FMath::Min(-1, enduranceOffset + DamageReduce);
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CurrentEndurance += enduranceOffset;;
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//受到伤害
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OnReceiveDamage.Broadcast(Source);
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}
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else
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{
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CurrentEndurance += enduranceOffset;;
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}
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}
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OnEnduranceChanged.Broadcast();
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OnEnduranceChanged.Broadcast();
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CurrentEndurance += enduranceOffset;;
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}
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}
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@ -216,7 +216,7 @@ void USkillTrigger::InitAuraConditionTriggers()
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SkillContext.SkillManager->GetEnemyPawn( SkillContext.OwnerSkill->GetOwner());
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SkillContext.SkillManager->GetEnemyPawn( SkillContext.OwnerSkill->GetOwner());
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//初始检测
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//初始检测
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if (!this->bTriggered &&
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if (!this->bTriggered &&
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TargetPawn->CurrentEndurance /TargetPawn ->MaxEndurance > this->AuraTriggerConfig.PercentageValue)
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TargetPawn->CurrentEndurance /TargetPawn ->MaxEndurance < this->AuraTriggerConfig.PercentageValue)
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{
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{
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OnTrigger();
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OnTrigger();
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}
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}
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