2025-01-04 23:00:19 +08:00
|
|
|
|
local Action_PlayerDead = {
|
|
|
|
|
-- 可配置参数定义,参数将显示在Action配置面板
|
|
|
|
|
-- 例:
|
|
|
|
|
-- MyIntParameter = 0
|
|
|
|
|
DeadPlayerKey = 0;
|
|
|
|
|
KillerPlayerKey = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
-- 触发器激活时,将执行Action的Execute
|
|
|
|
|
function Action_PlayerDead:Execute(...)
|
|
|
|
|
-- 通知
|
|
|
|
|
UGCLogSystem.Log("[Action_PlayerDead:Execute] 玩家 %s 被 %s 击杀", tostring(self.DeadPlayerKey), tostring(self.KillerPlayerKey));
|
|
|
|
|
MiniGameManager:OnPlayerDead(self.DeadPlayerKey, self.KillerPlayerKey);
|
|
|
|
|
UGCEventSystem.SendEvent(EventTypes.PlayerDead, self.DeadPlayerKey, self.KillerPlayerKey);
|
2025-01-08 22:46:12 +08:00
|
|
|
|
if IsClient then
|
|
|
|
|
if LocalPlayerKey == self.KillerPlayerKey and self.DeadPlayerKey ~= self.KillerPlayerKey then
|
|
|
|
|
LocalKillNum1 = LocalKillNum1 + 1;
|
|
|
|
|
-- 同步一下
|
|
|
|
|
UGCEventSystem.SendEvent(EventTypes.SelfKill, LocalKillNum1);
|
|
|
|
|
end
|
|
|
|
|
end
|
2025-01-04 23:00:19 +08:00
|
|
|
|
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_PlayerDead:Update(DeltaSeconds)
|
|
|
|
|
|
|
|
|
|
end
|
|
|
|
|
]]
|
|
|
|
|
|
|
|
|
|
return Action_PlayerDead
|