1.在Combo能力类里.创建存储蒙太奇实例的指针变量
Source/Crunch/Public/GAS/GameplayAbility/GA_Combo.h
private:
UPROPERTY(EditDefaultsOnly, Category=\”Animation|Montage\”)
UAnimMontage* ComboMontage;//连招蒙太奇
2.ActivateAbility方法里,满足条件时,播放蒙太奇:
Source/Crunch/Private/GAS/GameplayAbility/GA_Combo.cpp
void UGA_Combo::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData)
{
Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData);
// if (!CommitAbility(Handle, ActorInfo, ActivationInfo))
if (!K2_CommitAbility())
{
// EndAbility(Handle, ActorInfo, ActivationInfo, true, false);
K2_EndAbility();
return;
}
//有权限或者预测键时,播放蒙太奇
if (HasAuthorityOrPredictionKey(ActorInfo, &ActivationInfo))
{
// checkf(ComboMontage, TEXT(\”ComboMontage
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