58 lines
1.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "SkillEffect.h"
#include "AsyncTreeDifferences.h"
#include "Skill.h"
void USkillEffect::InitSkillEffect(class USkill* skill, FSkillEffectData data)
{
this->OwnerSkill = skill;
this->effectData = data;
}
// Add default functionality here for any ISkillEffect functions that are not pure virtual.
void USkillEffect::Execute(const FSkillContext& context)
{
TArray<UObject*> targets= context.SkillManager->GetTargetsBySelector(context.OwnerSkill, effectData.SkillSelecter);
FString strTargets;
for (auto target: targets)
{
if (target->GetClass()->IsChildOf(APawnWithSkill::StaticClass()))
{
strTargets += (Cast<APawnWithSkill>(target))->GetActorNameOrLabel() +"|" ;
}
else
{
strTargets += (Cast<USkill>(target))->GetSkillData()->SkillName.ToString() + "|" ;
}
}
const UEnum* EnumPtr = StaticEnum<ESkillEffectType>();
FString type = EnumPtr->GetNameStringByValue(static_cast<int64>(effectData.EffectType)) ;
UE_LOG(LogTemp, Warning, TEXT("技能:%s 拥有者: %s 目标: %s 效果: %s")
, *OwnerSkill->GetSkillData()->SkillName.ToString()
,*OwnerSkill->GetOwner()->GetActorNameOrLabel()
,*strTargets
, *( GetSkillEffectDes()));
}
void USkillEffect::Cancel(const FSkillContext& context)
{
}
// void USkillEffect::EffectEnded(const FSkillContext& context)
// {
// }
FString USkillEffect::GetSkillEffectDes()
{
return FString();
}