63 lines
1.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "PawnWithSkill.h"
// Sets default values
APawnWithSkill::APawnWithSkill()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
void APawnWithSkill::ApplyyEndurance_Implementation(float enduranceOffset, UObject* Source)
{
if (enduranceOffset < 0)
{
//受到的伤害最低为1点
enduranceOffset = FMath::Min(-1, enduranceOffset + DamageReduce);
CurrentEndurance += enduranceOffset;;
//受到伤害
OnReceiveDamage.Broadcast(Source);
}
else
{
CurrentEndurance += enduranceOffset;;
}
OnEnduranceChanged.Broadcast();
}
void APawnWithSkill::ApplyyTenacity_Implementation(float tenacityOffset)
{
CurrentTenacity += tenacityOffset;
}
void APawnWithSkill::SetDamageReduce(int32 damageReduce)
{
DamageReduce = damageReduce;
}
// Called when the game starts or when spawned
void APawnWithSkill::BeginPlay()
{
Super::BeginPlay();
CurrentEndurance = MaxEndurance;
CurrentTenacity = MaxTenacity;
}
// Called every frame
void APawnWithSkill::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void APawnWithSkill::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}