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Lua
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2025-01-04 23:00:19 +08:00
---@class BP_DamageStickBase_C:AActor
---@field AkAudioInput UAkAudioInputComponent
---@field StaticMesh UStaticMeshComponent
---@field Capsule UCapsuleComponent
---@field DefaultSceneRoot USceneComponent
---@field RotSpeed float
---@field Damage float
--Edit Below--
local BP_DamageStickBase = {};
function BP_DamageStickBase:ReceiveBeginPlay()
self.SuperClass.ReceiveBeginPlay(self);
if UGCGameSystem.IsServer() then
UGCSystemLibrary.BindBeginOverlapFunc(self.Capsule, self.OverlapPlayer, self)
end
end
function BP_DamageStickBase:OverlapPlayer(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult)
if OtherActor and OtherActor.PlayerKey and OtherActor:IsAlive() then
UGCGameSystem.ApplyDamage(OtherActor, self.Damage, nil, nil, EDamageType.UGCCustomDamageType + 1)
UGCLogSystem.Log("[BP_DamageStickBase_OverlapPlayer] Finish")
end
end
function BP_DamageStickBase:ReceiveTick(DeltaTime)
self.SuperClass.ReceiveTick(self, DeltaTime);
if UGCGameSystem.IsServer() then
else
-- UGCLogSystem.Log("[[BP_DamageStickBase_ReceiveTick] IsStart:%s", tostring(self.AkAudioInput:IsStart()))
self.StaticMesh:K2_AddLocalRotation({Roll = 0, Pitch = 0, Yaw = self.RotSpeed * DeltaTime})
end
end
--[[
function BP_DamageStickBase:ReceiveEndPlay()
self.SuperClass.ReceiveEndPlay(self);
end
--]]
--[[
function BP_DamageStickBase:GetReplicatedProperties()
return
end
--]]
--[[
function BP_DamageStickBase:GetAvailableServerRPCs()
return
end
--]]
return BP_DamageStickBase;