地牢结构
概述
进入地牢
大厅
地牢层数
离开地牢
模块结构
地牢实例 Dungeon Instance
class CHARMINGCRAFT_API ANativeBaseDungeonInstance : public AInfo
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool bHasHub = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
int32 MaxChildDungeonsPerInstance = 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool bLoadDungeonsWorldsByNeed = true;
// Predefine the map for each child dungeons
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TArray<TSoftObjectPtr<UWorld>> ChildDungeonsWorlds;
//
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TArray<FCharmingCraftWorld> ChildDungeonsWorldsInstance;
// Define player in which child dungeons, for example, <PlayerA, 3> means
// PlayerA is in 3rd ChildDungeon;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TMap<ACharacter *, int> DungeonInstancePlayerData;
};地牢处理器 Dungeon Handler
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