148 lines
3.3 KiB
C++
148 lines
3.3 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "SkillEffect.h"
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#include "AsyncTreeDifferences.h"
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#include "Skill.h"
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#include "SkillManager.h"
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void USkillEffect::InitSkillEffect(class USkill* skill, FSkillEffectData data)
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{
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this->OwnerSkill = skill;
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this->effectData = data;
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}
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// Add default functionality here for any ISkillEffect functions that are not pure virtual.
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void USkillEffect::Execute(const FSkillContext& context)
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{
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TArray<UObject*> targets= GetApplyTargets(context);
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FString strTargets;
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for (auto target: targets)
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{
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if (target->GetClass()->IsChildOf(APawnWithSkill::StaticClass()))
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{
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strTargets += (Cast<APawnWithSkill>(target))->GetActorNameOrLabel() +"|" ;
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}
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else
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{
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strTargets += (Cast<USkill>(target))->GetSkillData().SkillName.ToString() + "|" ;
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}
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}
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const UEnum* EnumPtr = StaticEnum<ESkillEffectType>();
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FString type = EnumPtr->GetNameStringByValue(static_cast<int64>(effectData.EffectType)) ;
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UE_LOG(LogTemp, Warning, TEXT("技能:%s 拥有者: %s 目标: %s 效果: %s")
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, *OwnerSkill->GetSkillData().SkillName.ToString()
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,*OwnerSkill->GetOwner()->GetActorNameOrLabel()
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,*strTargets
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, *( GetSkillEffectDes()));
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}
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void USkillEffect::EffectEnded(const FSkillContext& context)
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{
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}
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TArray<UObject*> USkillEffect::GetApplyTargets(const FSkillContext& context)
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{
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TArray<UObject*> result;
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switch (effectData.SkillSelecter.SelecterType)
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{
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case ETargetSelecterType::SkillPos:
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{
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GetEffectTargetsByTargetType(context, result);
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break;;
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}
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case ETargetSelecterType::SkillTag:
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{
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//根据Tag 决定应用对象
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for (auto skill: context.SkillManager->GetAllSkills())
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{
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if (effectData.SkillSelecter.ApplySkillTags.HasTag(skill->GetSkillData().SkillTag))
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{
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result.Add(skill);
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}
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}
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break;;
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}
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case ETargetSelecterType::RandomScope:
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{
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//应用到随机技能
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switch (effectData.SkillSelecter.RandomType)
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{
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case ERandomTargetType::AllSelf:
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{
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//所有我方的技能
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for (auto skill: context.SkillManager->GetAllSkills())
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{
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if (OwnerSkill->GetOwner() == skill->GetOwner())
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{
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result.Add(skill);
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}
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}
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break;
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}
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case ERandomTargetType::AllOther:
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{
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//所有地方的技能
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for (auto skill: context.SkillManager->GetAllSkills())
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{
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if (OwnerSkill->GetOwner() != skill->GetOwner())
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{
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result.Add(skill);
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}
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}
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break;
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}
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}
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break;
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}
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}
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return result;
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}
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FString USkillEffect::GetSkillEffectDes()
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{
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return FString();
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}
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void USkillEffect::GetEffectTargetsByTargetType(const FSkillContext& context, TArray<UObject*>& result)
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{
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//根据位置决定应用对象
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ESkillTargetType targetType = effectData.SkillSelecter.TargetType;
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switch (targetType)
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{
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case ESkillTargetType::Self:
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{
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result.Add(OwnerSkill->GetOwner());
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break;
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}
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case ESkillTargetType::Other:
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{
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for (auto pawn: context.SkillManager->GetAllPawns())
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{
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if (pawn != OwnerSkill->GetOwner())
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{
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result.Add(pawn);
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}
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}
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break;
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}
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case ESkillTargetType::Around:
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{
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//技能左侧的技能
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TArray<USkill*> aroundSkills = context.SkillManager->GetSkillsAround(context.OwnerSkill);
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for (auto skill: aroundSkills)
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{
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result.Add(skill);
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}
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break;;
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}
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}
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}
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