狐狸大招碰撞解决

This commit is contained in:
2025-10-19 03:33:01 +08:00
parent ddde270ad5
commit 1e04c04600
9 changed files with 25 additions and 38 deletions

View File

@ -12,6 +12,7 @@ function FoxUltimate:ctor()
self.active_recast_handle = nil
self.active_accelerate_handle = nil
self.overlap_delegate_handle = nil
self.tag_add_or_remove_delegate = nil
end
@ -28,6 +29,8 @@ function FoxUltimate:K2_ActivateAbilityFromEvent(EventData)
self.animation = owner.SpineAnimationComponent
self.asc = AbilitySystemBlueprintLibrary.GetAbilitySystemComponent(owner)
self.recast_tag = BusyGameplayLibrary.RequestGameplayTag("Ability.Flags.Recast")
self.owner = owner
local asc = self.asc
@ -58,8 +61,6 @@ function FoxUltimate:TriggerUltimate(asc)
elseif self.ultimate_phase == 2 then
-- 第二次激活移除可重复释放的tag
self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1)
local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", asc, 1, nil)
self.active_recast_handle = asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect)
elseif self.ultimate_phase == 3 then
self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1)
end
@ -172,6 +173,21 @@ function FoxUltimate:OnAnimationEvent(entry, event)
self.active_accelerate_handle = self:MakeAccelerate(8.0, 0.5)
elseif event.Name == "OnSpeedReset" then
self.asc:RemoveActiveGameplayEffect(self.active_accelerate_handle, -1)
elseif event.Name == "OnDamageBegin" then
local collision = self.owner["TailCollision"]
collision:SetCollisionEnabled(1)
self.overlap_delegate_handle = collision.OnComponentBeginOverlap:Add(function()
if not self.asc:HasMatchingGameplayTag(self.recast_tag) then
local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", self.asc, 1, nil)
self.active_recast_handle = self.asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect)
end
end)
elseif event.Name == "OnDamageEnd" then
self.owner["TailCollision"]:SetCollisionEnabled(0)
if self.overlap_delegate_handle ~= nil then
self.owner["TailCollision"].OnComponentBeginOverlap:Remove(self.overlap_delegate_handle)
self.overlap_delegate_handle = nil
end
end
end

View File

@ -8,6 +8,13 @@ end
function LevelFoxRole:ReceiveBeginPlay()
self["SpineAnimationComponent"]:SetAnimation(0, "Idle/Front", true)
self.last_animation = "Idle/Front"
self["SpineBoneFollower"].Target = self
self["SpineBoneFollower"].BoneName = "tail"
self["SpineBoneFollower"].UseComponentTransform = true
self["SpineBoneFollower"].UseScale = true
self["TailCollision"]:SetCollisionEnabled(0)
end
@ -42,32 +49,6 @@ function LevelFoxRole:OnMove(location)
self["MovementComponent"]:MoveTo(location)
end
function LevelFoxRole:OnUltimateSkill()
print("LevelFoxRole:OnUltimateSkill")
local sprint_distance = 600
local sprint_speed_rate = 3.8
-- 获取角色朝向
local forward_direction = self["MovementComponent"]:GetForwardDirection()
self["MovementComponent"]:SprintTo(sprint_distance, sprint_speed_rate)
local anim_comp = self["SpineAnimationComponent"]
if forward_direction.X >= 0 then
anim_comp:SetAnimation(0, "Ultimate/Right/UltimateStage1", false)
else
anim_comp:SetAnimation(0, "Ultimate/Left/UltimateStage1", false)
end
local anim_entry = anim_comp:GetCurrent(0)
local anim_total_time = anim_entry:GetAnimationEnd()
local sprint_time = sprint_distance / (self:GetSpeed() * sprint_speed_rate)
anim_comp:SetTimeScale(anim_total_time / sprint_time)
print("hahhh", anim_total_time, sprint_time)
end
return Class(nil, nil, LevelFoxRole)

View File

@ -16,7 +16,6 @@ ABusyPawnBase::ABusyPawnBase()
RootScene = CreateDefaultSubobject<USceneComponent>(TEXT("RootScene"));
SpineRoot = CreateDefaultSubobject<USceneComponent>(TEXT("SpineRoot"));
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
SpineRenderComponent = CreateDefaultSubobject<USpineSkeletonRendererComponent>(TEXT("SpineRenderComponent"));
SpineAnimationComponent = CreateDefaultSubobject<USpineSkeletonAnimationComponent>(TEXT("SpineAnimationComponent"));
AbilitySystemComponent = CreateDefaultSubobject<UBusyAbilitySystemComponent>(TEXT("AbilitySystemComponent"));
@ -24,7 +23,6 @@ ABusyPawnBase::ABusyPawnBase()
RootComponent = RootScene;
SpineRoot->SetupAttachment(RootScene);
SphereComponent->SetupAttachment(SpineRoot);
SpineRenderComponent->SetupAttachment(SpineRoot);
SpineRoot->SetRelativeRotation(FRotator(0, 0, -90));

View File

@ -5,13 +5,11 @@
#include "BusyPawnBase.generated.h"
struct FBusyPawnBaseConfig;
class USphereComponent;
class USpineBoneFollowerComponent;
class USpineSkeletonRendererComponent;
class USpineSkeletonAnimationComponent;
class UBusyPawnMovementComponent;
DECLARE_DYNAMIC_DELEGATE_TwoParams(FGameplayTagAddOrRemoveDelegate, const FGameplayTag&, Tag, const int32, Value);
@ -81,12 +79,6 @@ protected:
UPROPERTY(EditDefaultsOnly)
TObjectPtr<USceneComponent> RootScene; //场景根组件
/*-----------------------------碰撞相关组件-----------------------------*/
UPROPERTY(EditDefaultsOnly)
TObjectPtr<USphereComponent> SphereComponent;
/*-------------------------------------------------------------------*/
/*----------------------------spine相关组件----------------------------*/
UPROPERTY(EditDefaultsOnly)
TObjectPtr<USceneComponent> SpineRoot;