68 lines
1.9 KiB
Lua
68 lines
1.9 KiB
Lua
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---@class BP_HoldStarts_C:AActor
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---@field BP_PlayerStartBase5 UChildActorComponent
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---@field BP_PlayerStartBase4 UChildActorComponent
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---@field BP_PlayerStartBase3 UChildActorComponent
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---@field BP_PlayerStartBase2 UChildActorComponent
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---@field BP_PlayerStartBase1 UChildActorComponent
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---@field BP_PlayerStartBase UChildActorComponent
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---@field DefaultSceneRoot USceneComponent
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---@field Index int32
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--Edit Below--
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---@type BP_HoldStarts_C
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local BP_HoldStarts = {}
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function BP_HoldStarts:ReceiveBeginPlay()
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BP_HoldStarts.SuperClass.ReceiveBeginPlay(self)
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-- 距离过远不会加载,因此需要判断一下
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UE.ForeachChildrenComponent(self.DefaultSceneRoot, function(Component)
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if Component.ChildActor then
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Component.ChildActor.PlayerBornPointID = self.Index;
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if IsServer then
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-- 这是服务器加载,此时将子Actor加载到列表中
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if table.isEmpty(GlobalStartManager.AllPlayerStarts) then
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table.insert(GlobalStartManager.AllPlayerStarts, Component.ChildActor);
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end
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if self.Index ~= 0 then
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if GlobalStartManager.InitPlayerStarts[self.Index] == nil then
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GlobalStartManager.InitPlayerStarts[self.Index] = {};
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end
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table.insert(GlobalStartManager.InitPlayerStarts[self.Index], Component.ChildActor);
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end
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end
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end
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end);
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if IsServer then
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UGCLogSystem.LogTree(string.format("[BP_HoldStarts:ReceiveBeginPlay] AllPlayerStarts"), GlobalStartManager.AllPlayerStarts);
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UGCLogSystem.LogTree(string.format("[BP_HoldStarts:ReceiveBeginPlay] InitPlayerStarts"), GlobalStartManager.InitPlayerStarts);
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end
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end
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--[[
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function BP_HoldStarts:ReceiveTick(DeltaTime)
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BP_HoldStarts.SuperClass.ReceiveTick(self, DeltaTime)
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end
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--]]
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--[[
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function BP_HoldStarts:ReceiveEndPlay()
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BP_HoldStarts.SuperClass.ReceiveEndPlay(self)
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end
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--]]
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--[[
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function BP_HoldStarts:GetReplicatedProperties()
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return
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end
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--]]
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--[[
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function BP_HoldStarts:GetAvailableServerRPCs()
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return
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end
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--]]
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return BP_HoldStarts
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