狐狸大招碰撞解决
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@ -16,7 +16,6 @@ ABusyPawnBase::ABusyPawnBase()
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RootScene = CreateDefaultSubobject<USceneComponent>(TEXT("RootScene"));
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SpineRoot = CreateDefaultSubobject<USceneComponent>(TEXT("SpineRoot"));
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
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SpineRenderComponent = CreateDefaultSubobject<USpineSkeletonRendererComponent>(TEXT("SpineRenderComponent"));
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SpineAnimationComponent = CreateDefaultSubobject<USpineSkeletonAnimationComponent>(TEXT("SpineAnimationComponent"));
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AbilitySystemComponent = CreateDefaultSubobject<UBusyAbilitySystemComponent>(TEXT("AbilitySystemComponent"));
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@ -24,7 +23,6 @@ ABusyPawnBase::ABusyPawnBase()
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RootComponent = RootScene;
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SpineRoot->SetupAttachment(RootScene);
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SphereComponent->SetupAttachment(SpineRoot);
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SpineRenderComponent->SetupAttachment(SpineRoot);
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SpineRoot->SetRelativeRotation(FRotator(0, 0, -90));
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@ -5,13 +5,11 @@
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#include "BusyPawnBase.generated.h"
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struct FBusyPawnBaseConfig;
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class USphereComponent;
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class USpineBoneFollowerComponent;
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class USpineSkeletonRendererComponent;
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class USpineSkeletonAnimationComponent;
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class UBusyPawnMovementComponent;
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DECLARE_DYNAMIC_DELEGATE_TwoParams(FGameplayTagAddOrRemoveDelegate, const FGameplayTag&, Tag, const int32, Value);
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@ -81,12 +79,6 @@ protected:
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<USceneComponent> RootScene; //场景根组件
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/*-----------------------------碰撞相关组件-----------------------------*/
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<USphereComponent> SphereComponent;
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/*-------------------------------------------------------------------*/
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/*----------------------------spine相关组件----------------------------*/
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<USceneComponent> SpineRoot;
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