使用cursor修正代码
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@@ -7,6 +7,7 @@
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#include "BladeSmithWeaponComponent.generated.h"
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class ABladeSmithCharacter;
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class AIronBlock;
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UCLASS(Blueprintable, BlueprintType, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class BLADESMITH_API UBladeSmithWeaponComponent : public USkeletalMeshComponent
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@@ -14,47 +15,61 @@ class BLADESMITH_API UBladeSmithWeaponComponent : public USkeletalMeshComponent
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GENERATED_BODY()
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public:
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/** Projectile class to spawn */
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UPROPERTY(EditDefaultsOnly, Category=Projectile)
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TSubclassOf<class ABladeSmithProjectile> ProjectileClass;
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/** Sound to play each time we fire */
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/** 锤击音效 */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
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USoundBase* FireSound;
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USoundBase* HammerHitSound;
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/** AnimMontage to play each time we fire */
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/** 锤击动画 */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
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UAnimMontage* FireAnimation;
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UAnimMontage* HammerSwingAnimation;
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/** Gun muzzle's offset from the characters location */
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/** 锤子头部偏移 */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
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FVector MuzzleOffset;
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FVector HammerHeadOffset;
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/** MappingContext */
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/** 锤击力度 */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
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float HammerForce = 1000.0f;
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/** 锤击范围 */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
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float HammerRange = 200.0f;
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/** 输入映射上下文 */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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class UInputMappingContext* FireMappingContext;
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class UInputMappingContext* HammerMappingContext;
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/** Fire Input Action */
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/** 锤击输入动作 */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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class UInputAction* FireAction;
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class UInputAction* HammerAction;
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/** Sets default values for this component's properties */
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/** 设置默认值 */
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UBladeSmithWeaponComponent();
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/** Attaches the actor to a FirstPersonCharacter */
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UFUNCTION(BlueprintCallable, Category="Weapon")
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bool AttachWeapon(ABladeSmithCharacter* TargetCharacter);
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/** 将锤子附加到角色 */
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UFUNCTION(BlueprintCallable, Category="Hammer")
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bool AttachHammer(ABladeSmithCharacter* TargetCharacter);
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/** Make the weapon Fire a Projectile */
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UFUNCTION(BlueprintCallable, Category="Weapon")
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void Fire();
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/** 执行锤击 */
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UFUNCTION(BlueprintCallable, Category="Hammer")
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void SwingHammer();
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/** 获取锤子头部位置 */
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UFUNCTION(BlueprintCallable, Category="Hammer")
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FVector GetHammerHeadLocation() const;
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protected:
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/** Ends gameplay for this component. */
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/** 组件结束游戏时的处理 */
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UFUNCTION()
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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private:
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/** The Character holding this weapon*/
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/** 持有此锤子的角色 */
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ABladeSmithCharacter* Character;
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/** 执行锤击检测 */
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void PerformHammerHit();
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/** 处理与铁块的碰撞 */
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void HandleIronBlockHit(AIronBlock* IronBlock, const FHitResult& HitResult);
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};
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