65 lines
1.7 KiB
Lua
Raw Permalink Normal View History

2025-01-04 23:00:19 +08:00
---@class UGCPlayerState_C:BP_UGCPlayerState_C
--Edit Below--
---@type UGCPlayerState_C
local UGCPlayerState = {};
---@type table<PlayerKey, float> 给予伤害的玩家列表,因为 Pawn 在死亡之后就拿不到了 { PlayerKey: EndTime }
UGCPlayerState.DamagedPlayerList = {};
UGCPlayerState.WeaponInfiniteType = 0;
UGCPlayerState.PlayerBenefit = {};
--function UGCPlayerState:ReceiveBeginPlay()
-- self.SuperClass.ReceiveBeginPlay(self);
--end
--function UGCPlayerState:ReceiveTick(DeltaTime)
-- self.SuperClass.ReceiveTick(self, DeltaTime);
--end
--[[
function UGCPlayerState:ReceiveEndPlay()
self.SuperClass.ReceiveEndPlay(self);
end
--]]
function UGCPlayerState:GetReplicatedProperties()
return { "WeaponInfiniteType", "Lazy" }
end
---@param InType EFillBulletType
function UGCPlayerState:SetInfiniteType(InType)
self.WeaponInfiniteType = InType;
DOREPONCE(self, "WeaponInfiniteType");
end
function UGCPlayerState:GetInfiniteType() return self.WeaponInfiniteType; end
function UGCPlayerState:OnRep_WeaponInfiniteType()
if UGCLogSystem == nil then return end
UGCLogSystem.Log("[UGCPlayerState:OnRep_WeaponInfiniteType] WeaponInfiniteType = %d", self.WeaponInfiniteType)
end
--- 重置击杀数
function UGCPlayerState:ResetKillNum()
-- 重置击杀数
self.Kills = 0;
self.KillPlayerNum = 0;
DOREPONCE(PS,"Kills")
DOREPONCE(PS,"KillPlayerNum")
end
function UGCPlayerState:ResetGame()
self.DamagedPlayerList = {};
self.PlayerBenefit = {};
--DOREPONCE(self, "DamagedPlayerList");
DOREPONCE(self, "PlayerBenefit");
end
--[[
function UGCPlayerState:GetAvailableServerRPCs()
return
end
--]]
return UGCPlayerState;