diff --git a/02-Note/DAWA/ASoul/流程笔记/角色流程.md b/02-Note/DAWA/ASoul/流程笔记/角色流程.md index ace5534..8a0c6aa 100644 --- a/02-Note/DAWA/ASoul/流程笔记/角色流程.md +++ b/02-Note/DAWA/ASoul/流程笔记/角色流程.md @@ -13,9 +13,9 @@ >// 动捕模式下,CanSync=false. 各端自行计算Actor Location, client无需使用Server计算结果 // 自由行走模式下, CanSync=true,client需要同步server的transform信息。 -同步Attachment行为。主要是针对 不同角色执行不同的Attachment行为。 -在AActor::OnRep_AttachmentReplication()的基础上添加: +同步Attachment行为。在AActor::OnRep_AttachmentReplication()的基础上添加: ```c++ + auto CanSync = CanSyncRelativeTransform(); //获取Sync标记,具体的逻辑位于TsIdolActor.ts中 if (attachmentReplication.AttachParent) { if (RootComponent) @@ -23,7 +23,7 @@ USceneComponent* AttachParentComponent = (attachmentReplication.AttachComponent ? attachmentReplication.AttachComponent : attachmentReplication.AttachParent->GetRootComponent()); if (AttachParentComponent) { - if(CanSync) + if(CanSync)//增加判断Sync判断,只有在自由行走模式下才会同步Transform。 { RootComponent->SetRelativeLocation_Direct(attachmentReplication.LocationOffset); RootComponent->SetRelativeRotation_Direct(attachmentReplication.RotationOffset); @@ -45,9 +45,9 @@ } else { - BeforeAttachToNewParent();// + BeforeAttachToNewParent();//增加BlueprintNativeEvent RootComponent->AttachToComponent(AttachParentComponent, FAttachmentTransformRules::KeepRelativeTransform, attachmentReplication.AttachSocket); - AfterAttachToNewParent(); + AfterAttachToNewParent();//增加BlueprintNativeEvent } } }