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02-Note/DAWA/2025.1.26格斗游戏笔记.md
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02-Note/DAWA/2025.1.26格斗游戏笔记.md
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# Class
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## FightGameAction
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FightGameAction => GameAction => HitBoxAction => Actor
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CustomEvent:
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- 继承事件:
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- ActionStart:取得当前Pawn并且赋予FgPawn变量,以及当前AnimInstance赋予PawnAnim。
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- SpecialEvent:调用IsParry()来判断是否是格挡事件,如果是就调用Parry事件。
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- StrikeEvent:
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1. StrikeFeedback:触发对应的反馈效果。包括粒子、声音、力、镜头摇晃。
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2. ApplyHitDamage:应用伤害。
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- OtherEvent:其他Hit逻辑。
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- 新事件:
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- Parry:格挡事件。
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- Freeze:硬直效果。
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- ResetFreeze:重置硬直效果。
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### HitBoxAction
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Component:
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- HitBoxEditor:编辑用组件,用于编辑每帧Action时切换指定Index的帧。***ComponentTag:"hb.Editor"***
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- FrameSlider
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- FrameIdTx
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- AnimSlider
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Method:
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- Initialize()
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1. SetOwner()
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2. SetFrameList():遍历所有HitBoxFrameComponent,并且根据**组件名称**取得FrameID
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3. ActionStart():调用ActionStart()事件。
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CustomEvent:
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1. ActionStart
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2. HitBox
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3. OtherHits
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Editor相关:
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CustomEvent:
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1. InitializeEditor
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2. EditorSliders:根据FrameSlider、AnimSlider的当前帧数(根据相对Location来记录FrameId)来设置显示文字。
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3. DestroyEditor
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### GameAction
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主要实现了HitBox事件。判断是否是StrikeEvent与SpcialEvent后,调用StrikeEvent()与SpcialEvent()。
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CustomEvent:
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1. StrikeEvent
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2. SpcialEvent
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Editor相关:
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CustomEvent:
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1. InitializeEditor:在父类事件的基础上,用相对位移来存储开始播放Montage的初始位置,设置到**SkeleMesh->AnimationData->InitialPosition**。
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## HitBoxFrame
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HitBoxFrame => SceneComponent
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