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
This commit is contained in:
2025-11-09 23:20:18 +08:00
parent b09c1e512f
commit 22a19fd190
18 changed files with 16 additions and 7 deletions
+15 -5
View File
@@ -29,14 +29,24 @@ CurrentImpactNormal()
StaticMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMeshComponent"));
RootComponent = StaticMeshComp;
// 设置默认网格(立方体)
UStaticMesh* DefaultMesh = LoadObject<UStaticMesh>(nullptr, TEXT("/Engine/BasicShapes/Cube"));
if (DefaultMesh)
}
void AIronBlock::PostInitProperties()
{
// 必须调用父类实现
Super::PostInitProperties();
// 检查:如果 StaticMeshComp 没有被赋予任何网格(即在编辑器中没有设置)
// 并且我们正在处理 Class Default Object (CDO),通常用来设置类级的默认值
if (StaticMeshComp && !StaticMeshComp->GetStaticMesh())
{
StaticMeshComp->SetStaticMesh(DefaultMesh);
// 只有当网格为空时,才加载并设置默认的 Cube
UStaticMesh* DefaultMesh = LoadObject<UStaticMesh>(nullptr, TEXT("/Engine/BasicShapes/Cube"));
if (DefaultMesh)
{
StaticMeshComp->SetStaticMesh(DefaultMesh);
}
}
}
// Called when the game starts or when spawned
void AIronBlock::BeginPlay()
{
+1 -2
View File
@@ -17,7 +17,6 @@ UCLASS()
class BLADESMITH_API AIronBlock : public AActor
{
GENERATED_BODY()
UPROPERTY(EditAnywhere)
UStaticMeshComponent* StaticMeshComp;
@@ -44,7 +43,7 @@ protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void PostInitProperties();
/** 初始化两个渲染目标和它们的初始数据 */
void InitializePositionTexture();