UGCProjects/ProjectTemp_T/Script/gamemode/Action_TrophyOwnerAddReward.lua

47 lines
1.8 KiB
Lua
Raw Permalink Normal View History

2025-01-04 23:00:19 +08:00
local Action_TrophyOwnerAddReward = {
-- 可配置参数定义参数将显示在Action配置面板
-- 例:
-- MyIntParameter = 0
NewTrophyOwnerPlayerKey = "";
}
-- 触发器激活时将执行Action的Execute
function Action_TrophyOwnerAddReward:Execute(...)
UGCLogSystem.Log("[Action_TrophyOwnerAddReward_Execute]")
self.NewTrophyOwnerPlayerKey = tonumber(self.NewTrophyOwnerPlayerKey)
-- BP_BuffManager.GetBuffManager():CreateBuff(
-- self.NewTrophyOwnerPlayerKey,
-- true,
-- nil,
-- BP_BuffManager.BuffList.AddWeaponItem,
-- Tables.GameParam.RewardWeapon.WeaponID,
-- Tables.GameParam.RewardWeapon.Prop,
-- true, false
-- )
local BroadcastData = table.DeepCopy(Tables.BroadcastTable[Enum.EBroadcastType.Affix])
if self.NewTrophyOwnerPlayerKey > 0 then
-- 回满生命值
BP_BuffManager.GetBuffManager():CreateBuff(self.NewTrophyOwnerPlayerKey, true, Tables.ParticlePath.AddHealth, BP_BuffManager.BuffList.AddPlayerPawnHealth, 100)
-- 额外增加分数
UGCGameSystem.GameState:AddScore(self.NewTrophyOwnerPlayerKey, 8)
-- 广播信息
BroadcastData.BroadcastText = UGCGameSystem.GameState:GetPlayerNameByPlayerKey(self.NewTrophyOwnerPlayerKey)
BroadcastData.Suffix = "成为奖杯拥有者"
else
BroadcastData.BroadcastText = "奖杯已重置"
end
UGCGameSystem.GameState:AddBroadcast(Enum.EBroadcastType.Affix, BroadcastData, Enum.EBroadcastPos.MidUp)
return true
end
--[[
-- 需要勾选Action的EnableTick才会执行Update
-- 触发器激活后将在每个tick执行Action的Update直到self.bEnableActionTick为false
function Action_TrophyOwnerAddReward:Update(DeltaSeconds)
end
]]
return Action_TrophyOwnerAddReward