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不明不惑
2026-03-03 01:23:02 +08:00
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DeveloperSettings.h"
#include "GCS_CombatSystemSettings.generated.h"
/**
* Settings for the combat system.
* 战斗系统的设置。
*/
UCLASS(Config=Game, DefaultConfig)
class GENERICCOMBATSYSTEM_API UGCS_CombatSystemSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
/**
* Gets the combat system settings instance.
* 获取战斗系统设置实例。
* @return The combat system settings. 战斗系统设置。
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category="GCS")
static const UGCS_CombatSystemSettings* Get();
/**
* Tag name for querying the main skeletal mesh component.
* 查询主要骨骼网格组件的标签名称。
*/
UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, NoClear, Category="Common", meta=(DisplayName="Main Mesh Lookup Tag Name"))
FName CharacterMeshLookupTag{TEXT("Main")};
/**
* Disables affiliation checks for debugging (allows cross-team damage).
* 禁用归属检查以进行调试(允许跨队伍伤害)。
*/
UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, NoClear, Category="Debug")
bool bDisableAffiliationCheck{false};
};