140 lines
2.7 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "SkillManager.h"
#include "Skill.h"
void USkillManager::Tick(float DeltaTime)
{
for (auto Skill : Skills)
{
Skill->TickSkill(DeltaTime);
}
}
bool USkillManager::IsTickable() const
{
return !bGameEnd;
}
TStatId USkillManager::GetStatId() const
{
return Super::GetStatID();
}
void USkillManager::AddPawn(class APawnWithSkill* Pawn, FIntPoint BagSize)
{
PawnInfo.Add(Pawn, BagSize);
TMap<FIntPoint, bool> states;
for (int y = 0; y < BagSize.Y; y++)
{
for (int x = 0; x < BagSize.X; x++)
{
states.Add(FIntPoint(x, y), false);
}
}
PawnBagState.Add(Pawn, states);
}
// void USkillManager::InitPawns(TArray<APawnWithSkill*> Pawns)
// {
// this->SkillPawns = Pawns;
// }
USkill* USkillManager::AddSkill(FSkillData data, APawnWithSkill* Pawn, FIntPoint& BagPos)
{
TMap<FIntPoint, bool>* states = PawnBagState.Find(Pawn);
FIntPoint BagSize = *PawnInfo.Find(Pawn);
bool bAddAble = true;
for (int y = 0; y < BagSize.Y; y++)
{
bAddAble = true;
for (int x = 0; x < BagSize.X; x++)
{
bAddAble = true;
for (int skillX = 0; skillX < data.SkillWeight.X; skillX++)
{
for (int skillY = 0; skillY < data.SkillWeight.Y; skillY++)
{
if (states->Find(FIntPoint(x, y) + FIntPoint(skillX, skillY)) == nullptr
|| *states->Find(FIntPoint(x, y) + FIntPoint(skillX, skillY)) == true)
{
bAddAble = false;
}
}
}
//满足条件
if (bAddAble)
{
//设置占用状态
for (int xTemp = 0; xTemp < data.SkillWeight.X; xTemp++)
{
for (int yTemp = 0; yTemp < data.SkillWeight.Y; yTemp++)
{
states->Add(FIntPoint(xTemp, yTemp) + FIntPoint(x, y), true);
}
}
BagPos = FIntPoint(x, y);
USkill* skill = NewObject<USkill>(this);
skill->InitSkill(Pawn, this, data);
Skills.Add(skill);
return skill;
}
}
}
return nullptr;
}
void USkillManager::OnAllSkillAdded()
{
//所有技能初始化后,初始化技能的触发器
for (auto Skill : Skills)
{
Skill->InitSkillTrigger();
}
}
class USkill* USkillManager::GetSkillByTag(FGameplayTag Tag)
{
for (auto Skill : Skills)
{
if (Skill->GetSkillData().SkillTag == Tag)
return Skill;
}
return nullptr;
}
void USkillManager::RemoveSkill(USkill* Skill)
{
Skills.Remove(Skill);
}
TArray<APawnWithSkill*> USkillManager::GetAllPawns()
{
TArray<APawnWithSkill*> Pawns;
for (auto info: PawnInfo)
{
Pawns.Add(info.Key);
}
return Pawns;
}
TArray<class USkill*> USkillManager::GetSkillsByOwner(APawnWithSkill* Pawn)
{
TArray<class USkill*> skills;
for (auto Skill : Skills)
{
if (Skill->GetOwner() == Pawn)
skills.Add(Skill);
}
return skills;
}
TArray< USkill*> USkillManager::GetAllSkills()
{
return Skills;
}