完善背包技能UI
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ProjectFish/Content/Textures/Skill/lock.uasset
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ProjectFish/Content/Textures/Skill/lock.uasset
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ProjectFish/Content/UI/WBP_FishRod.uasset
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ProjectFish/Content/UI/WBP_FishRod.uasset
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ProjectFish/Content/UI/WBP_SkillLock.uasset
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ProjectFish/Content/UI/WBP_SkillLock.uasset
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@ -9,7 +9,7 @@
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// Sets default values for this component's properties
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UFishingRobComponent::UFishingRobComponent()
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UFishingRodComponent::UFishingRodComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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@ -20,16 +20,16 @@ UFishingRobComponent::UFishingRobComponent()
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// Called when the game starts
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void UFishingRobComponent::BeginPlay()
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void UFishingRodComponent::BeginPlay()
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{
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Super::BeginPlay();
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for (auto rowName: FishRobData.DataTable->GetRowMap())
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for (auto rowName: FishRodDataTable.DataTable->GetRowMap())
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{
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FFishingRod* data = reinterpret_cast<FFishingRod*>(rowName.Value);
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if (data && data->FishingRod_Name ==FishRobData.RowContents )
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if (data && data->FishingRod_Name ==FishRodDataTable.RowContents )
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{
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FishRob = *data;
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FishRodData = *data;
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break;
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}
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}
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@ -38,10 +38,10 @@ void UFishingRobComponent::BeginPlay()
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if (OwnerPawn != nullptr)
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{
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//叠加角色的属性信息
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OwnerPawn->CurrentEndurance += FishRob.Endurance_Add;
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OwnerPawn->MaxEndurance += FishRob.Endurance_Add;
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OwnerPawn->CurrentTenacity += FishRob.Tenacity_Add;
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OwnerPawn->MaxTenacity+= FishRob.Tenacity_Add;
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OwnerPawn->CurrentEndurance += FishRodData.Endurance_Add;
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OwnerPawn->MaxEndurance += FishRodData.Endurance_Add;
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OwnerPawn->CurrentTenacity += FishRodData.Tenacity_Add;
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OwnerPawn->MaxTenacity+= FishRodData.Tenacity_Add;
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GetWorld()->GetTimerManager().SetTimerForNextTick([this, OwnerPawn]()
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{
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@ -54,7 +54,7 @@ void UFishingRobComponent::BeginPlay()
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}
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}
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//初始化鱼竿技能
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for (auto skill : FishRob.Skills)
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for (auto skill : FishRodData.Skills)
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{
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UFishingRodSKill_Base* SkillObject = NewObject<UFishingRodSKill_Base>(OwnerPawn, skill.SkillClass);
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if (SkillObject != nullptr)
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@ -72,18 +72,18 @@ void UFishingRobComponent::BeginPlay()
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// Called every frame
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void UFishingRobComponent::TickComponent(float DeltaTime, ELevelTick TickType,
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void UFishingRodComponent::TickComponent(float DeltaTime, ELevelTick TickType,
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FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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CurrentCDTime += DeltaTime;
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if (CurrentCDTime >= FishRob.DamageCD)
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if (CurrentCDTime >= FishRodData.DamageCD)
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{
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CurrentCDTime = 0;
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UE_LOG(LogTemp, Warning, TEXT("鱼竿: %s 造成伤害 %d"), *FishRob.FishingRod_Name.ToString(), FishRob.Damage);
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UE_LOG(LogTemp, Warning, TEXT("鱼竿: %s 造成伤害 %d"), *FishRodData.FishingRod_Name.ToString(), FishRodData.Damage);
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if (Enemy)
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{
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Enemy->ApplyyEndurance(-FishRob.Damage);
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Enemy->ApplyyEndurance(-FishRodData.Damage);
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}
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}
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// ...
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@ -10,13 +10,13 @@
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class PROJECTFISH_API UFishingRobComponent : public UActorComponent
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class PROJECTFISH_API UFishingRodComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UFishingRobComponent();
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UFishingRodComponent();
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protected:
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// Called when the game starts
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@ -28,10 +28,12 @@ public:
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FActorComponentTickFunction* ThisTickFunction) override;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "鱼竿配置文件"))
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FDataTableCategoryHandle FishRobData;
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UPROPERTY(EditAnywhere, meta = (ToolTip = "鱼竿配置文件"))
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FDataTableCategoryHandle FishRodDataTable;
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UPROPERTY(BlueprintReadWrite, meta = (ToolTip = "鱼竿数据"))
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FFishingRod FishRodData;
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FFishingRod FishRob;
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class APawnWithSkill* Enemy;
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float CurrentCDTime = 0.f;
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