修改 光环物品的 无条件触发bug
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215cdf77f0
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@ -150,7 +150,8 @@ struct FAuraTriggerConfig
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "触发条件类型"))
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EAuraTriggerCondition Condition = EAuraTriggerCondition::None;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "触发目标"))
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "触发目标", EditConditionHides,
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EditCondition = "Condition != EAuraTriggerCondition::None"))
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EAuraTriggerTarget Target = EAuraTriggerTarget::Self;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "百分比值 (0-1)", EditConditionHides,
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@ -84,7 +84,6 @@ void USkill::InitSkillTrigger()
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}
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case ESkillTriggerType::AuraSkill:
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if (SkillData->AuraTriggerConfig.Condition != EAuraTriggerCondition::None)
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{
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USkillTrigger* SkillTrigger = NewObject<USkillTrigger>(this);
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FSkillContext context;
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@ -92,11 +91,20 @@ void USkill::InitSkillTrigger()
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context.SkillManager = SkillManager;
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SkillTrigger->Init(context, SkillData->PassiveTriggerConfig, SkillData->AuraTriggerConfig);
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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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ExecuteSkill();
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}
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// if (SkillData->AuraTriggerConfig.Condition != EAuraTriggerCondition::None)
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// {
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// USkillTrigger* SkillTrigger = NewObject<USkillTrigger>(this);
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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, SkillData->PassiveTriggerConfig, SkillData->AuraTriggerConfig);
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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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// ExecuteSkill();
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// }
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break;
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}
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