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03-UnrealEngine/Gameplay/GAS/(8)一种将所有逻辑都写进Ability的GAS Combo方案.md
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03-UnrealEngine/Gameplay/GAS/(8)一种将所有逻辑都写进Ability的GAS Combo方案.md
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## 前言
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使用GAS实现Combo技能,本人所知道的有两种思路:<br>
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**第一种:为每一段Combo创建一个单独的Ability;定制自定义Asset与编辑器,之后再通过自定义编辑器进行编辑。**
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- 优点:最高的自由度,不容易出问题。
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- 缺点:如果有大量多段或者派生复杂的Combo,那工作量将会相当爆炸。可以说除了工程量大,管理麻烦没有别的缺点。
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**第二种:根据GameplayEvent直接在Ability里直接实现Combo切换逻辑**
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https://zhuanlan.zhihu.com/p/131381892
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在此文中,我分析了ActionRPG的攻击逻辑的同时自己也提出一种通过GameplayEvent实现Combat的方法。这个方法理论上没问题,但实际落地的时候发现存在一个问题:里面使用的PlayMontageAndWaitEvent是GameplayTasks是异步运行的,而通过AnimNotify发送的SendGameplayEvent的函数确是同步函数。所以会导致PlayMontageAndWaitEvent节点接收不到任何事件的问题。经过一段事件的探索,本人摸索到了另一种方案:
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- 优点:一个起点(这个Combo树)一个Ability,方便管理。可以尽可能地把Combo相关的逻辑都整合到一个Ability里。
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- 缺点:自由度会有一定的限制;因为采用异步函数来管理事件,会导致一定的延迟。不适于格斗游戏这种对低延迟要求比较高项目。
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## 2021.7.30更新
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如果你使用GAS的输入绑定系统,即在GiveAbility()注册时进行输入绑定(参考GASDocument的4.6.2章节)。可将后面介绍的ListenPlayerInputAction节点换成GAS自带的WaitInputPress或WaitInputRelease。
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## 具体实现
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还需要设置AbilityTag与AbilityBlockTag,解决狂按而导致的技能鬼畜问题。
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### URPGAbilityTask_ListenPlayerInputAction
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构建一个GameplayTasks来监听玩家输入,使用Character类获取InputComponent,之后再进行对应Action的动态函数绑定/解绑。执行前需要判断是否是本地Controller。具体代码如下:
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```
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Abilities/Tasks/AbilityTask.h"
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#include "RPGAbilityTask_ListenPlayerInputAction.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE( FOnInputActionMulticast );
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UCLASS()
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class RPGGAMEPLAYABILITY_API URPGAbilityTask_ListenPlayerInputAction : public UAbilityTask
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(BlueprintAssignable)
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FOnInputActionMulticast OnInputAction;
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virtual void Activate() override;
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UFUNCTION(BlueprintCallable, Category="Ability|Tasks", meta = (HidePin = "OwningAbility", DefaultToSelf = "OwningAbility", BlueprintInternalUseOnly = "TRUE"))
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static URPGAbilityTask_ListenPlayerInputAction* ListenPlayerInputAction(UGameplayAbility* OwningAbility,FName ActionName, TEnumAsByte< EInputEvent > EventType, bool bConsume);
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protected:
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virtual void OnDestroy(bool AbilityEnded) override;
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UPROPERTY()
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FName ActionName;
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UPROPERTY()
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TEnumAsByte<EInputEvent> EventType;
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/** 是否消耗输入消息,不再传递到下一个InputComponent */
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UPROPERTY()
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bool bConsume;
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int32 ActionBindingHandle;
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};
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```
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```
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#include "Abilities/AsyncTasks/RPGAbilityTask_ListenPlayerInputAction.h"
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#include "Components/InputComponent.h"
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URPGAbilityTask_ListenPlayerInputAction::URPGAbilityTask_ListenPlayerInputAction(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{}
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URPGAbilityTask_ListenPlayerInputAction* URPGAbilityTask_ListenPlayerInputAction::ListenPlayerInputAction(UGameplayAbility* OwningAbility,FName ActionName, TEnumAsByte< EInputEvent > EventType, bool bConsume)
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{
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URPGAbilityTask_ListenPlayerInputAction* Task=NewAbilityTask<URPGAbilityTask_ListenPlayerInputAction>(OwningAbility);
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Task->ActionName = ActionName;
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Task->EventType = EventType;
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Task->bConsume = bConsume;
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return Task;
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}
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void URPGAbilityTask_ListenPlayerInputAction::Activate()
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{
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AActor* Owner=GetOwnerActor();
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UInputComponent* InputComponent=Owner->InputComponent;
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FInputActionBinding NewBinding(ActionName, EventType.GetValue());
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NewBinding.bConsumeInput = bConsume;
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NewBinding.ActionDelegate.GetDelegateForManualSet().BindLambda([this]()
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{
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if(OnInputAction.IsBound())
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OnInputAction.Broadcast();
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});
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ActionBindingHandle=InputComponent->AddActionBinding(NewBinding).GetHandle();
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}
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void URPGAbilityTask_ListenPlayerInputAction::OnDestroy(bool AbilityEnded)
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{
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AActor* Owner = GetOwnerActor();
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UInputComponent* InputComponent = Owner->InputComponent;
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if (InputComponent)
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{
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InputComponent->RemoveActionBindingForHandle(ActionBindingHandle);
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}
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Super::OnDestroy(AbilityEnded);
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}
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```
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### 控制MontageSection跳转
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这里我创建一个控制跳转用Map:
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其中Key为当前Combo名称_攻击类型。之后根据Value值进行MontageSection跳转。
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### Montage偏移
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为了Combo之间有更好的过渡,可以通过计算进入招式派生状态的经过时间,最后在Section跳转时进行偏移以实现最佳的连贯性(Combo动画中需要有对应的过渡区域设计)。以下是我实现的MontageSection跳转+偏移函数:
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```
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void URPGAbilitySystemComponent::CurrentMontageJumpToSectionWithOffset(FName SectionName,float PositionOffset)
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{
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UAnimInstance* AnimInstance = AbilityActorInfo.IsValid() ? AbilityActorInfo->GetAnimInstance() : nullptr;
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if ((SectionName != NAME_None) && AnimInstance && LocalAnimMontageInfo.AnimMontage)
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{
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// AnimInstance->Montage_JumpToSection(SectionName, LocalAnimMontageInfo.AnimMontage);
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FAnimMontageInstance* MontageInstance = AnimInstance->GetActiveInstanceForMontage(LocalAnimMontageInfo.AnimMontage);
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if (MontageInstance)
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{
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UAnimMontage* Montage=LocalAnimMontageInfo.AnimMontage;
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const int32 SectionID = Montage->GetSectionIndex(SectionName);
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if (Montage->IsValidSectionIndex(SectionID))
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{
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FCompositeSection & CurSection = Montage->GetAnimCompositeSection(SectionID);
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const float NewPosition = CurSection.GetTime()+PositionOffset;
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MontageInstance->SetPosition(NewPosition);
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MontageInstance->Play(MontageInstance->GetPlayRate());
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}
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}
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if (IsOwnerActorAuthoritative())
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{
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FGameplayAbilityRepAnimMontage& MutableRepAnimMontageInfo = GetRepAnimMontageInfo_Mutable();
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MutableRepAnimMontageInfo.SectionIdToPlay = 0;
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if (MutableRepAnimMontageInfo.AnimMontage)
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{
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// we add one so INDEX_NONE can be used in the on rep
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MutableRepAnimMontageInfo.SectionIdToPlay = MutableRepAnimMontageInfo.AnimMontage->GetSectionIndex(SectionName) + 1;
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}
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AnimMontage_UpdateReplicatedData();
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}
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else
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{
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ServerCurrentMontageJumpToSectionName(LocalAnimMontageInfo.AnimMontage, SectionName);
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}
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}
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}
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float URPGAbilitySystemComponent::GetCurrentMontagePlaybackPosition() const
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{
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UAnimInstance* AnimInstance = AbilityActorInfo.IsValid() ? AbilityActorInfo->GetAnimInstance() : nullptr;
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if (AnimInstance && LocalAnimMontageInfo.AnimMontage)
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{
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FAnimMontageInstance* MontageInstance = AnimInstance->GetActiveInstanceForMontage(LocalAnimMontageInfo.AnimMontage);
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return MontageInstance->GetPosition();
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}
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return 0.f;
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}
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```
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```
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void URPGGameplayAbility::MontageJumpToSectionWithOffset(FName SectionName,float PositionOffset)
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{
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check(CurrentActorInfo);
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URPGAbilitySystemComponent* AbilitySystemComponent = Cast<URPGAbilitySystemComponent>(GetAbilitySystemComponentFromActorInfo_Checked());
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if (AbilitySystemComponent->IsAnimatingAbility(this))
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{
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//调用对应函数
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AbilitySystemComponent->XXXXXX();
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}
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}
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```
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### 解决因狂按而导致的技能鬼畜问题
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在保证可以实现其他技能强制取消当前技能后摇的情况下,我尝试过以下方法,结果都不太理想:
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- 使用带有AbilityBlockTag的GE,来控制指定时间段里无法重复使用当前技能。
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- 使用Ability的CoolDown功能,配合GE制作公共CD效果。(时间短了,依然会鬼畜)
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最后采用给当前Ability设置标签,并且把这个标签作为AbilityBlockTag来实现。取消技能后摇的效果可以通过AnimNotify调用EndAbility来实现。
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### 事件处理
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#### Default
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处理其他没有指定的事件,一般都是应用GE的。与ActionRPG不同的地方在于:
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1. 同一个事件第二次接收,Ability会移除第一次应用的GE,这是为了实现类似攻击动作霸体的效果。
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2. 因为数值计算只在服务端处理,所以执行前需要使用HasAuthority判断一下。
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#### WeaponHit
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武器其中可攻击对象时的逻辑。除此之外可以使用自定义的UObject作为EventPayload(OptionalObject)传递更多的数据,以此可以实现命中弱点增加伤害等效果。
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#### DerivationCombat
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这里其实应该是Combo,但之前打错,懒得改了。这里主要是设置控制Combo是否可以派生的变量。
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