if (TotalAmmo > 0) { TotalAmmo += AmmoInClip; if (TotalAmmo >= MaxAmmoInClip) { AmmoInClip = MaxAmmoInClip; TotalAmmo -= MaxAmmoInClip; } else { AmmoInClip = TotalAmmo; TotalAmmo = 0; } if (ReloadSound) { UGameplayStatics::PlaySoundAtLocation(this, ReloadSound, GetActorLocation()); } return true; }
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見岩岩Back 4 blood出左, 有錢買 但無friend玩.
一怒之下不如自己學寫算.
首先就係整武器 + Attachment系統.
暫時有ak47, m4.
attachment有4x scope/laser/flashlight.
model都係上網搵返黎.
blender改少少再放入Game Engine.
Weapon C++ Struct 廢時唸整同佢一樣先.
汁槍Logic
Character overlap weapon collider -> CanPickup = true -> E鍵pickup做埋validation.
暫時都係整個collider overlap先 方便做dev.
正常應該要Line trace break hit result 睇下射到咩武器 先汁.
因為紫色燈令人唸起 砵蘭街新起個公園 偷偷地改返白色燈先
左右手全部Two-bone IK/FABRIK.
所以就算轉武器 SMG/Scout/AWP 狙擊長槍都唔怕.
搵到socket 位隻手就自動波放果度.
非Hardcode.
聽日討論下 狙鏡Logic/Shader同Laser with collision點整
寫得太快. Reload logic都未知岩唔岩.
可以幫手睇下.
AK47 30/90
TotalAmmo = 90;
AmmoInClip = 30;
MaxAmmoInClip = 30;