1.增加贴花,铁锤模式时,贴花跟随鼠标移动,在铁块表面显示击打区域。
2.调整输入方式,在铁锤模式时,整体切换IMC输入。 3.修改铁块材质
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@@ -29,14 +29,24 @@ CurrentImpactNormal()
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StaticMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMeshComponent"));
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RootComponent = StaticMeshComp;
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// 设置默认网格(立方体)
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UStaticMesh* DefaultMesh = LoadObject<UStaticMesh>(nullptr, TEXT("/Engine/BasicShapes/Cube"));
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if (DefaultMesh)
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}
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void AIronBlock::PostInitProperties()
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{
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// 必须调用父类实现
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Super::PostInitProperties();
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// 检查:如果 StaticMeshComp 没有被赋予任何网格(即在编辑器中没有设置)
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// 并且我们正在处理 Class Default Object (CDO),通常用来设置类级的默认值
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if (StaticMeshComp && !StaticMeshComp->GetStaticMesh())
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{
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StaticMeshComp->SetStaticMesh(DefaultMesh);
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// 只有当网格为空时,才加载并设置默认的 Cube
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UStaticMesh* DefaultMesh = LoadObject<UStaticMesh>(nullptr, TEXT("/Engine/BasicShapes/Cube"));
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if (DefaultMesh)
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{
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StaticMeshComp->SetStaticMesh(DefaultMesh);
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}
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}
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}
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// Called when the game starts or when spawned
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void AIronBlock::BeginPlay()
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{
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@@ -17,7 +17,6 @@ UCLASS()
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class BLADESMITH_API AIronBlock : public AActor
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere)
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UStaticMeshComponent* StaticMeshComp;
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@@ -44,7 +43,7 @@ protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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virtual void PostInitProperties();
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/** 初始化两个渲染目标和它们的初始数据 */
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void InitializePositionTexture();
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