更新船体模型和配置文件说明
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ProjectFish/Content/Maps/ChildLevel_Ship.umap
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ProjectFish/Content/Maps/ChildLevel_Ship.umap
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@ -214,14 +214,17 @@ struct FShipDataConfig
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ship", meta = (ForceUnits = "cm", ToolTip = "船体长度"))
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ship", meta = (ForceUnits = "cm", ToolTip = "船体长度"))
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int32 ShipLength = 100;
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// int32 ShipLength = 100;
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//
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ship", meta = (ForceUnits = "cm", ToolTip = "船体宽度"))
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ship", meta = (ForceUnits = "cm", ToolTip = "船体宽度"))
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int32 ShipWidth = 100;
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// int32 ShipWidth = 100;
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//
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ship", meta = (ForceUnits = "cm", ToolTip = "船体高度"))
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ship", meta = (ForceUnits = "cm", ToolTip = "船体高度"))
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int32 ShipHeight = 100;
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// int32 ShipHeight = 100;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ship", meta = (FToolTip = "船体缩放"))
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FVector ShipScale = FVector::One();
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/*** Movement ***/
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/*** Movement ***/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ForceUnits = "cm/s", Category = "Character|Movement", ToolTip = "正常速度"))
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ForceUnits = "cm/s", Category = "Character|Movement", ToolTip = "正常速度"))
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float BaseSpeed = 600.f;
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float BaseSpeed = 600.f;
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@ -175,8 +175,9 @@ void AShipbase::StopSprintMove()
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void AShipbase::ApplyShipSize()
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void AShipbase::ApplyShipSize()
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{
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{
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GetCapsuleComponent()->SetCapsuleSize(FMath::Min(ShipData.ShipHeight/2.f, 100.f), ShipData.ShipHeight/2.f);
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// GetCapsuleComponent()->SetCapsuleSize(FMath::Min(ShipData.ShipHeight/2.f, 100.f), ShipData.ShipHeight/2.f);
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ShipMesh->SetWorldScale3D(FVector(ShipData.ShipLength/100.f, ShipData.ShipWidth/100.f, ShipData.ShipHeight/100.f));
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// ShipMesh->SetWorldScale3D(FVector(ShipData.ShipLength/100.f, ShipData.ShipWidth/100.f, ShipData.ShipHeight/100.f));
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ShipMesh->SetWorldScale3D(ShipData.ShipScale);
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}
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}
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void AShipbase::ApplyMovementSettings()
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void AShipbase::ApplyMovementSettings()
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