GAS CPP OK
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@@ -79,10 +79,10 @@ void ATG_ARPGCharacter::BeginPlay()
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AttributeSet = AbilitySystemComponent->GetSet<UTGAttributeSet>();
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// 绑定预设的属性变化函数;当属性值变化时,触发绑定函数
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const_cast<UTGAttributeSet*>(AttributeSet)->HealthChangeDelegate.AddDynamic(this, &ATG_ARPGCharacter::OnHealthChangeNative);
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const_cast<UTGAttributeSet*>(AttributeSet)->ManaChangeDelegate.AddDynamic(this, &ATG_ARPGCharacter::OnManaChangedNative);
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const_cast<UTGAttributeSet*>(AttributeSet)->AttackDamageChangeDelegate.AddDynamic(this, &ATG_ARPGCharacter::OnAttackDamageChangeNative);
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const_cast<UTGAttributeSet*>(AttributeSet)->SpeedMultiplierChangeDelegate.AddDynamic(this, &ATG_ARPGCharacter::OnSpeedMultiplierChangedNative);
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const_cast<UTGAttributeSet*>(AttributeSet)->HealthChangeDelegate.AddDynamic(this, &ATG_ARPGCharacter::OnHealthChangeNative);
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const_cast<UTGAttributeSet*>(AttributeSet)->ManaChangeDelegate.AddDynamic(this, &ATG_ARPGCharacter::OnManaChangedNative);
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const_cast<UTGAttributeSet*>(AttributeSet)->AttackDamageChangeDelegate.AddDynamic(this, &ATG_ARPGCharacter::OnAttackDamageChangeNative);
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const_cast<UTGAttributeSet*>(AttributeSet)->SpeedMultiplierChangeDelegate.AddDynamic(this, &ATG_ARPGCharacter::OnSpeedMultiplierChangedNative);
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}
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@@ -10,8 +10,8 @@
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#include "TG_ARPGCharacter.generated.h"
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class UTengenAbilityComponent;
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class UTengenAttributeSet;
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class UTGAbilitySystemComponent;
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class UTGAttributeSet;
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UCLASS()
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class ATG_ARPGCharacter : public ACharacter , public IAbilitySystemInterface
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@@ -54,8 +54,7 @@ protected:
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/** Called for looking input */
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void Look(const FInputActionValue& Value);
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protected:
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// APawn interface
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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