36 lines
1005 B
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "SkillEffect_Heal.h"
#include "Chaos/Deformable/MuscleActivationConstraints.h"
#include "ProjectFish/PawnWithSkill.h"
#include "ProjectFish/Skill/Skill.h"
void USkillEffect_Heal::Execute(const FSkillContext& context)
{
Super::Execute(context);
TArray<UObject*> targets = context.SkillManager->GetTargetsBySelector(context.OwnerSkill, effectData.SkillSelecter);
for (auto target: targets)
{
if (!target->GetClass()->IsChildOf(APawnWithSkill::StaticClass()))
{
UE_LOG(LogTemp, Error, TEXT("skill %s apply target is not a pawn"), *(OwnerSkill->GetSkillName()));
}
else
{
//我方恢复耐力
if (target == OwnerSkill->GetOwner())
{
Cast<APawnWithSkill>(target)->ApplyyEndurance(effectData.EffectValue, OwnerSkill);
}
}
}
}
FString USkillEffect_Heal::GetSkillEffectDes()
{
return FString::Printf(TEXT("对我方耐力造成 %d点恢复"), (int32)(effectData.EffectValue));
}