突然发现,按下攻击后,没法再攻击,甚至没法移动了,排查问题,从动画通知到角色到动画状态机均无误,也就是说isAttacking传错了,修正了下,
void ExecuteAttack(
FName jumpNodeName = "NextAtk",
FName stateMachineName = "PlayerStates");不再传递参数comboindex和isattacking,而是使用内部成员变量
void AMyPaperZDCharacter::ExecuteAttack(FName jumpNodeName, FName stateMachineName)
{
//获取动画组件
UPaperZDAnimationComponent* animComp = GetAnimationComponent();
if (!animComp)
{
return;
}
//获取动画实例
UPaperZDAnimInstance* animInstance = animComp->GetAnimInstance();
if (!animInstance)
{
return;
}
animInstance->JumpToNode(jumpNodeName, stateMachineName);
//检查是否实现接口
if (animInstance->Implements<UBPI_Anims>())
{
IBPI_Anims::Execute_INT_SetAttacks(animInstance, comboIndex, IsAttacking);
}
}

