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Lua
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2025-01-04 23:00:19 +08:00
---@class BP_BoltBuffItem_C:BP_CustomItemBase_C
---@field ParticleSystem UParticleSystemComponent
--Edit Below--
local ItemBase = require('Script.Blueprint.SceneObj.PickUp.Recycle.BP_CustomItemBase')
---@type BP_BoltBuffItem_C
local BP_BoltBuffItem = ItemBase:new(DefaultSettings.SceneObj.BoltBuff);
function BP_BoltBuffItem:ReceiveBeginPlay()
--BP_BoltBuffItem.SuperClass.ReceiveBeginPlay(self)
self:LuaInit();
end
-- 直接添加
function BP_BoltBuffItem:OnPlayerAddItem(InPawn)
GlobalMiniMode:PlayerAddBolt(InPawn, self.ItemId, nil);
end
function BP_BoltBuffItem:RandomNewItem()
self:SetItemId(EBoltBuffType.Bomb);
end
function BP_BoltBuffItem:OnRep_ItemId()
if self.ParticleSystem then
self.ParticleSystem:SetHiddenInGame(self:IsItemIdValid());
end
end
--[[
function BP_BoltBuffItem:ReceiveTick(DeltaTime)
BP_BoltBuffItem.SuperClass.ReceiveTick(self, DeltaTime)
end
--]]
--[[
function BP_BoltBuffItem:ReceiveEndPlay()
BP_BoltBuffItem.SuperClass.ReceiveEndPlay(self)
end
--]]
--[[
function BP_BoltBuffItem:GetReplicatedProperties()
return
end
--]]
--[[
function BP_BoltBuffItem:GetAvailableServerRPCs()
return
end
--]]
return BP_BoltBuffItem