修改玩家的血条显示UI
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.pdb
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ProjectFish/Binaries/Win64/UnrealEditor-ProjectFish-0001.pdb
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@ -2,7 +2,7 @@
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"BuildId": "37670630",
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"Modules":
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{
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"ProjectFish": "UnrealEditor-ProjectFish.dll",
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"ProjectFishEditor": "UnrealEditor-ProjectFishEditor.dll"
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"ProjectFish": "UnrealEditor-ProjectFish-0001.dll",
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"ProjectFishEditor": "UnrealEditor-ProjectFishEditor-0001.dll"
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}
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}
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ProjectFish/Content/Gameplay/BP_TopCameraPawn.uasset
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ProjectFish/Content/Gameplay/BP_TopCameraPawn.uasset
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ProjectFish/Content/Gameplay/Characters/BP_Dabaza_Pawn.uasset
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ProjectFish/Content/Gameplay/Characters/BP_Dabaza_Pawn.uasset
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ProjectFish/Content/Gameplay/Characters/BP_DeepFish.uasset
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ProjectFish/Content/Gameplay/Characters/BP_DeepFish.uasset
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ProjectFish/Content/Gameplay/Characters/BP_PawnEntity.uasset
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ProjectFish/Content/Gameplay/Characters/BP_PawnEntity.uasset
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@ -1,4 +1,5 @@
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<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ATuniqep_002Easm_002Fl_003AC_0021_003FUsers_003F99714_003FAppData_003FLocal_003FTemp_003FSandboxFiles_003FKasafil_003FTuniqep_002Easm/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=72263A5F_002DD5F9_002D3915_002D8DA0_002DCD45C38A70E5_002Fdl_003ASource_003AF_0021_003FEpic_003FUE_005F5_002E5_003FEngine_003FSource_002Fd_003ARuntime_002Fd_003ACoreUObject_002Fd_003APublic_002Fd_003AAssetRegistry_002Ff_003AAssetData_002Eh/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=72263A5F_002DD5F9_002D3915_002D8DA0_002DCD45C38A70E5_002Fdl_003ASource_003AF_0021_003FEpic_003FUE_005F5_002E5_003FEngine_003FSource_002Fd_003AEditor_002Fd_003APropertyEditor_002Fd_003APublic_002Ff_003APropertyCustomizationHelpers_002Eh/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=72263A5F_002DD5F9_002D3915_002D8DA0_002DCD45C38A70E5_002Fdl_003ASource_003AF_0021_003FEpic_003FUE_005F5_002E5_003FEngine_003FSource_002Fd_003ARuntime_002Fd_003ACoreUObject_002Fd_003APublic_002Fd_003AUObject_002Ff_003AUObjectBaseUtility_002Eh/@EntryIndexedValue">ForceIncluded</s:String>
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@ -27,7 +27,7 @@ void UFishingRodComponent::AddFishRodDamage(int32 Damage)
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// Called when the game starts
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void UFishingRodComponent::BeginPlay()
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{
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Super::BeginPlay();
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for (auto rowName: FishRodDataTable.DataTable->GetRowMap())
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{
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@ -72,7 +72,7 @@ void UFishingRodComponent::BeginPlay()
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}
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// ...
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Super::BeginPlay();
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}
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@ -9,7 +9,7 @@
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#include "FishingRodComponent.generated.h"
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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UCLASS(Blueprintable, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class PROJECTFISH_API UFishingRodComponent : public UActorComponent
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{
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GENERATED_BODY()
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@ -39,7 +39,7 @@ void APawnWithSkill::SetDamageReduce(int32 damageReduce)
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void APawnWithSkill::BeginPlay()
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{
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Super::BeginPlay();
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CurrentEndurance += MaxEndurance;
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CurrentEndurance = MaxEndurance;
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CurrentTenacity += MaxTenacity;
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}
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