解决了狐狸大招冷却和消耗的问题
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@ -9,6 +9,7 @@ InvalidTagCharacters="\"\',"
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NumBitsForContainerSize=6
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NetIndexFirstBitSegment=16
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+GameplayTagList=(Tag="Ability.Block.UltimatePlaying",DevComment="大招正在释放中")
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+GameplayTagList=(Tag="Ability.Flags.Cooldown",DevComment="技能冷却")
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+GameplayTagList=(Tag="Ability.Flags.Recast",DevComment="可以再次释放技能的标记")
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+GameplayTagList=(Tag="Ability.Role.AttributeConsume",DevComment="角色属性损耗debuff")
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+GameplayTagList=(Tag="Ability.Role.EatFood",DevComment="干饭")
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Content/Gas/Effects/Role/Fox/GE_FoxUltimateCost.uasset
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Content/Gas/Effects/Role/Fox/GE_FoxUltimateCost.uasset
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Content/Gas/Effects/Role/Fox/GE_UltimateCooldown.uasset
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Content/Gas/Effects/Role/Fox/GE_UltimateCooldown.uasset
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@ -11,12 +11,18 @@ function FoxUltimate:ctor()
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self.ultimate_phase = 1 -- 大招阶段
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self.active_recast_handle = nil
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self.active_accelerate_handle = nil
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self.tag_add_or_remove_delegate = nil
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end
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function FoxUltimate:K2_ActivateAbilityFromEvent(EventData)
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print("FoxUltimate:K2_ActivateAbilityFromEvent", self.ultimate_phase)
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if not self:K2_CommitAbilityCost(false) then
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return self:K2_EndAbility()
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end
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local owner = self:GetOwningActorFromActorInfo()
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self.movement = owner.MovementComponent
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self.animation = owner.SpineAnimationComponent
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@ -25,8 +31,17 @@ function FoxUltimate:K2_ActivateAbilityFromEvent(EventData)
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local asc = self.asc
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if self.tag_add_or_remove_delegate == nil then
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self.tag_add_or_remove_delegate = slua.createDelegate(function(tag, is_add)
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if is_add == 0 and not self.bIsActive then
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self.ultimate_phase = 1
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self:K2_CommitAbilityCooldown(false, false)
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end
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end)
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owner:BindGameplayTagAddOrRemove(self.recast_tag, self.tag_add_or_remove_delegate)
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end
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if self.ultimate_phase == 1 or asc:HasMatchingGameplayTag(self.recast_tag) then
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print("triggered")
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self:TriggerUltimate(asc)
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else
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self:K2_EndAbility()
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@ -134,7 +149,19 @@ end
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function FoxUltimate:OnAnimationComplete(entry)
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self.ultimate_phase = self.ultimate_phase + 1
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local new_phase = self.ultimate_phase + 1
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if new_phase > 3 then
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self.ultimate_phase = 1
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else
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self.ultimate_phase = new_phase
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end
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print("FoxUltimate:OnAnimationComplete", self.ultimate_phase)
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if not self.asc:HasMatchingGameplayTag(self.recast_tag) then
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self.ultimate_phase = 1
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self:K2_CommitAbilityCooldown(false, false)
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end
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entry.AnimationComplete:Clear()
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entry.AnimationEvent:Clear()
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self:K2_EndAbility()
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@ -1,27 +1,9 @@
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#include "LuaCppBinding.h"
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#include "AbilitySystemComponent.h"
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#include "GameplayTagContainer.h"
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using slua::lua_State, slua::LuaObject, slua::LuaStruct;
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using namespace slua;
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#pragma optimize( "", off )
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bool HasMatchingGameplayTag(const UAbilitySystemComponent& Asc, const FName& TagName)
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{
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// return Asc.HasMatchingGameplayTag(FGameplayTag::RequestGameplayTag(TagName));
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return true;
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}
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extern void RegisterAbilitySystemComponentExtension() {
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REG_EXTENSION_METHOD_LAMBDA(UAbilitySystemComponent, "AHasMatchingGameplayTag", false,
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[](UAbilitySystemComponent* ASC, const FName& Tag) -> bool {
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return true;
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}
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);
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}
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#pragma optimize( "", on)
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@ -77,3 +77,18 @@ void ABusyPawnBase::InitPawnAbilities(const FBusyPawnBaseConfig& Config)const
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}
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}
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void ABusyPawnBase::BindGameplayTagAddOrRemove(const FGameplayTag& Tag, FGameplayTagAddOrRemoveDelegate Delegate)const
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{
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AbilitySystemComponent->RegisterGameplayTagEvent(Tag, EGameplayTagEventType::NewOrRemoved).AddLambda(
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[Delegate](const FGameplayTag GameplayTag, const int32 Value)
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{
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Delegate.ExecuteIfBound(GameplayTag, Value);
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}
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);
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}
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void ABusyPawnBase::InitCollision()
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{
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}
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@ -32,18 +32,18 @@ void ABusyPlayerRole::InitPawnAttributes(const struct FBusyPawnBaseConfig& Confi
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Super::InitPawnAttributes(Config);
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UBusyPlayerRoleAttributeSet* RoleAttributes = Cast<UBusyPlayerRoleAttributeSet>(Attributes);
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if (RoleAttributes && Config.StaticStruct() == FBusyRoleBaseConfig::StaticStruct())
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// if (RoleAttributes && Config.StaticStruct() == FBusyRoleBaseConfig::StaticStruct())
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{
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const FBusyRoleBaseConfig* RoleConfig = static_cast<const FBusyRoleBaseConfig*>(&Config);
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RoleAttributes->InitHunger(RoleConfig->Hunger);
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RoleAttributes->InitMaxHunger(RoleConfig->Hunger);
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RoleAttributes->InitHungerConsume(RoleConfig->HungerConsume);
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}
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else
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{
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UE_LOG(LogBusyPawn, Warning, TEXT("ABusyPlayerRole::InitPawnAttributes Failed, RoleAttribute: %p, ConfigName: %s"),
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RoleAttributes, *Config.StaticStruct()->GetFName().ToString()
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);
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}
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// else
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// {
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// UE_LOG(LogBusyPawn, Warning, TEXT("ABusyPlayerRole::InitPawnAttributes Failed, RoleAttribute: %p, ConfigName: %s"),
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// RoleAttributes, *Config.StaticStruct()->GetFName().ToString()
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// );
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// }
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}
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@ -4,15 +4,17 @@
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#include "Level/Actor/Components/BusyAbilitySystemComponent.h"
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#include "BusyPawnBase.generated.h"
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class USphereComponent;
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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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#define MY_ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
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GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
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@ -67,6 +69,13 @@ public:
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virtual void InitPawnAttributes(const FBusyPawnBaseConfig& Config);
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virtual void InitPawnAbilities(const FBusyPawnBaseConfig& Config) const;
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public:
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UFUNCTION(BlueprintCallable)
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void BindGameplayTagAddOrRemove(const FGameplayTag& Tag, FGameplayTagAddOrRemoveDelegate Delegate)const;
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protected:
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void InitCollision();
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protected:
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UPROPERTY(EditDefaultsOnly)
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