修改 光环物品的 无条件触发bug

This commit is contained in:
997146918 2025-09-04 17:45:29 +08:00
parent 215cdf77f0
commit de90ec87d8
2 changed files with 16 additions and 7 deletions

View File

@ -150,7 +150,8 @@ struct FAuraTriggerConfig
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "触发条件类型"))
EAuraTriggerCondition Condition = EAuraTriggerCondition::None;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "触发目标"))
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "触发目标", EditConditionHides,
EditCondition = "Condition != EAuraTriggerCondition::None"))
EAuraTriggerTarget Target = EAuraTriggerTarget::Self;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "百分比值 (0-1)", EditConditionHides,

View File

@ -84,7 +84,6 @@ void USkill::InitSkillTrigger()
}
case ESkillTriggerType::AuraSkill:
if (SkillData->AuraTriggerConfig.Condition != EAuraTriggerCondition::None)
{
USkillTrigger* SkillTrigger = NewObject<USkillTrigger>(this);
FSkillContext context;
@ -92,11 +91,20 @@ void USkill::InitSkillTrigger()
context.SkillManager = SkillManager;
SkillTrigger->Init(context, SkillData->PassiveTriggerConfig, SkillData->AuraTriggerConfig);
}
else
{
//UE_LOG(LogTemp, Warning, TEXT("没有Trigger的被动技能直接触发"));
ExecuteSkill();
}
// if (SkillData->AuraTriggerConfig.Condition != EAuraTriggerCondition::None)
// {
// USkillTrigger* SkillTrigger = NewObject<USkillTrigger>(this);
// FSkillContext context;
// context.OwnerSkill = this;
// context.SkillManager = SkillManager;
// SkillTrigger->Init(context, SkillData->PassiveTriggerConfig, SkillData->AuraTriggerConfig);
// }
// else
// {
// //UE_LOG(LogTemp, Warning, TEXT("没有Trigger的被动技能直接触发"));
// ExecuteSkill();
// }
break;
}