65 lines
1.7 KiB
Lua
65 lines
1.7 KiB
Lua
|
---@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;
|