490 lines
19 KiB
Lua
490 lines
19 KiB
Lua
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---@class UGCPlayerPawn_C:BP_UGCPlayerPawn_C
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--Edit Below--
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---@type UGCPlayerPawn_C
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local UGCPlayerPawn = {
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-- Attr -------------------------
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-- 伤害缩放
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Attr_DamageScale = 1;
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-- 防御缩放
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Attr_DefenseScale = 1;
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-- 闪避概率
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Attr_Dodge = 0;
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--
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-- Attr End ---------------------
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};
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-- Replicated -------------------------------------------------------------------------------------------------------
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function UGCPlayerPawn:GetReplicatedProperties()
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return
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end
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-- Replicated End ---------------------------------------------------------------------------------------------------
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-- Attr -------------------------------------------------------------------------------------------------------------
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function UGCPlayerPawn:SetDamageScale(InDamageScale)
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self.Attr_DamageScale = InDamageScale
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end
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function UGCPlayerPawn:GetDamageScale()
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return self.Attr_DamageScale
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end
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function UGCPlayerPawn:SetDefenseScale(InDefenseScale)
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-- 防御值不能小于0
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if InDefenseScale <= 0 then return false end
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self.Attr_DefenseScale = InDefenseScale
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return true
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end
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function UGCPlayerPawn:GetDefenseScale()
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return self.Attr_DefenseScale
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end
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function UGCPlayerPawn:SetDodge(InDodge)
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self.Attr_Dodge = InDodge
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return true
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end
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function UGCPlayerPawn:GetDodge()
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return self.Attr_DefenseScale
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end
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-- Attr End ---------------------------------------------------------------------------------------------------------
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-- 关闭盒子掉落
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--function UGCPlayerPawn:IsSkipSpawnDeadTombBox(EventInstigater)
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-- return true
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--end
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function UGCPlayerPawn:ReceiveBeginPlay()
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self.SuperClass.ReceiveBeginPlay(self);
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--- 设置翻墙功能
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self.bVaultIsOpen = true
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--- 设置滑铲功能
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self.IsOpenShovelAbility = true
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UGCEventSystem.SendEvent(EventEnum.PlayerBeginPlay, self)
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if self:HasAuthority() then
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self:AddEvent()
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if UE.IsValid(self:GetController()) then
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self:ReceivePossessed(self:GetController())
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UGCLogSystem.Log("[UGCPlayerPawn_ReceiveBeginPlay] Controller Is Valid")
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end
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else
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end
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end
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--- 客户端必定执行的BeginPlay
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function UGCPlayerPawn:ClientMustBeExeBeginPlay()
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if self.DoOnceMustBeExeBeginPlay then return end
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self.DoOnceMustBeExeBeginPlay = true
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self.ClientUpdatedPlayerKey = false
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end
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function UGCPlayerPawn:ReceivePossessed(NewController)
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self.SuperClass.ReceivePossessed(self, NewController);
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UGCLogSystem.Log("[UGCPlayerPawn_ReceivePossessed] PlayerKey:%s", tostring(NewController.PlayerKey))
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UGCEventSystem.SendEvent(EventEnum.PlayerPossessed, NewController.PlayerKey)
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UGCGameSystem.GameState:SetPlayerIsAlive(NewController.PlayerKey, self)
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if UGCSystemLibrary.GetIsPreparationState() then
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UGCSystemLibrary.SetPlayerPawnMovable(self, false)
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end
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---- 设置上条命保存的Buff
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--self.OwnedIncrease = NewController:GetOwnedIncrease()
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--for IncreaseType, Level in pairs(self.OwnedIncrease) do
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-- BuffSystemAPI.PlayerAddBuff(self, GodOfWarConfig.BuffList[IncreaseType][Level])
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--end
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---- 初始化上条命的进度
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--self:AddToGodSchedule(NewController:GetToGodSchedule())
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---- 初始化上条命可选择的增益
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--self:SetNowCanSelectIncrease(NewController:GetNowCanSelectIncrease())
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---- 初始化上条命可选择的增益数
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--self:SetCanObtainIncreaseCount(NewController:GetCanObtainIncreaseCount())
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--
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---- 增加一个增益
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--self:AddCanObtainIncreaseCount()
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end
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function UGCPlayerPawn:ReceiveTick(DeltaTime)
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self.SuperClass.ReceiveTick(self, DeltaTime);
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if not UGCGameSystem.IsServer() then
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self:ClientMustBeExeBeginPlay()
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self:UpdatePlayerKey()
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--local HeadPos = self.Mesh:GetSocketLocation("head")
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--UGCLogSystem.Log("[UGCPlayerPawn_ReceiveTick]HeadPos:%s, ActorPos:%s", VectorHelper.ToString(HeadPos), VectorHelper.ToString(self:K2_GetActorLocation()))
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end
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end
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function UGCPlayerPawn:ReceiveEndPlay()
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self:RemoveEvent()
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self.SuperClass.ReceiveEndPlay(self);
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end
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function UGCPlayerPawn:AddEvent()
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if self:HasAuthority() then
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-- 这个回调无法拿到倒地死亡的玩家
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-- self.DeadNotifyDelegate:Add(self.PlayerDead, self)
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self.DamageNotifyDelegate:Add(self.PlayerInjury, self)
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self.OnDeath:Add(self.OnDeathCallBack, self)
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else
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end
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end
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function UGCPlayerPawn:RemoveEvent()
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if self:HasAuthority() then
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-- self.DeadNotifyDelegate:Remove(self.PlayerDead, self)
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self.DamageNotifyDelegate:Remove(self.PlayerInjury, self)
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self.OnDeath:Remove(self.OnDeathCallBack, self)
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if self.CheckBornItemsHandle then
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UGCEventSystem.StopTimer(self.CheckBornItemsHandle)
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self.CheckBornItemsHandle = nil
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end
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if self.CheckWeaponAndPartsHandle then
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UGCEventSystem.StopTimer(self.CheckWeaponAndPartsHandle)
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self.CheckWeaponAndPartsHandle = nil
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end
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else
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end
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end
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function UGCPlayerPawn:CheckWeaponAndParts()
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UGCGameSystem.GameState:CheckWeaponAndParts(self.PlayerKey)
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end
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function UGCPlayerPawn:CheckBornItems()
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UGCLogSystem.Log("[UGCPlayerPawn_CheckBornItems] PlayerKey:%s", tostring(self.PlayerKey))
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UGCLogSystem.LogTree("[UGCPlayerPawn_CheckBornItems]", self.DefaultBackPack)
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for i = #self.DefaultBackPack, 1, -1 do
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local ItemID = self.DefaultBackPack[i].ItemID
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local Count = self.DefaultBackPack[i].Count
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local InstCount = UGCBackPackSystem.GetItemCount(self, ItemID)
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if InstCount >= Count then
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UGCLogSystem.Log("[UGCPlayerPawn_CheckBornItems] i:%s", tostring(i))
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table.remove(self.DefaultBackPack, i)
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UGCLogSystem.LogTree("[UGCPlayerPawn_CheckBornItems]", self.DefaultBackPack)
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else
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UGCBackPackSystem.AddItem(self, ItemID, Count - InstCount)
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end
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end
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if #self.DefaultBackPack == 0 then
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UGCEventSystem.StopTimer(self.CheckBornItemsHandle)
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self.CheckBornItemsHandle = nil
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UGCLogSystem.Log("[UGCPlayerPawn_CheckBornItems] Succeed PlayerKey:%s", tostring(self.PlayerKey));
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end
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end
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-------------------------------------------------- Delegate --------------------------------------------------
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---@param DamageInfo FDamageInfoCollection
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---@return VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, EDamageType, bool, float, float
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function UGCPlayerPawn:GetDamageInfoCollectionInfo(DamageInfo)
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local CauserController = DamageInfo.Instigator
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local WeaponID = -1
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local CauserKey = CauserController and CauserController.PlayerKey or -1
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local VictimKey = self.PlayerKey
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local CauserItemID = DamageInfo.CauserItemID
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--- 近战投掷、投掷手雷
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if CauserItemID then
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WeaponID = CauserItemID
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end
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UGCLogSystem.Log("[UGCPlayerPawn_GetDamageInfoCollectionInfo] WeaponID:%d", WeaponID)
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local Distance = 0.
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if CauserController and CauserController.Pawn then
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Distance = VectorHelper.GetDistance(self:K2_GetActorLocation(), CauserController.Pawn:K2_GetActorLocation())
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end
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local IsHeadShotDamage = (DamageInfo.Hit.BoneName == "head")
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return VictimKey, CauserKey, WeaponID, DamageInfo.DamageType, IsHeadShotDamage, Distance, DamageInfo.Damage
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end
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---@param DamageInfo FDamageInfoCollection
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function UGCPlayerPawn:PlayerDead(DamageInfo)
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UGCLogSystem.LogTree("[UGCPlayerPawn_PlayerDead] DamageInfo:", UE.ToTable(DamageInfo))
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local VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue = self:GetDamageInfoCollectionInfo(DamageInfo)
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--UGCSendRPCSystem.RPCEvent(nil, EventEnum.PlayerDeathInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue)
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--UGCEventSystem.SendEvent(EventEnum.PlayerDeathInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue)
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UGCGameSystem.GameState:SetPlayerIsAlive(VictimKey, nil)
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end
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---@param DamageInfo FDamageInfoCollection
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---@param ReturnValue float
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function UGCPlayerPawn:PlayerInjury(DamageInfo)
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local VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue = self:GetDamageInfoCollectionInfo(DamageInfo)
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UGCEventSystem.SendEvent(EventEnum.PlayerInjuryInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue)
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UGCSendRPCSystem.RPCEvent(CauserKey, EventEnum.PlayerInjuryInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue)
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end
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function UGCPlayerPawn:OnDeathCallBack(DeadCharacter,Killer,DamageCauser,KillingHitInfo,KillingHitImpulseDir,KillingHitDamageTypeID,DamageTypeClass,IsHeadShotDamage)
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local CauserKey = Killer and Killer.PlayerKey
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local WeaponID = -1
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local DamageType = EDamageType.UGCCustomDamageType + 1
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UGCLogSystem.Log("[UGCPlayerPawn_TestOnDeath] PlayerKey:%s, CauserKey:%s", tostring(self.PlayerKey), tostring(CauserKey))
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UGCSendRPCSystem.RPCEvent(nil, EventEnum.PlayerDeathInfo, self.PlayerKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, 0, 0)
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UGCEventSystem.SendEvent(EventEnum.PlayerDeathInfo, self.PlayerKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, 0, 0)
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UGCGameSystem.GameState:SetPlayerIsAlive(self.PlayerKey, nil)
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end
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------------------------------------------------ Delegate End ------------------------------------------------
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------------------------------------------------ ModifyDamage ------------------------------------------------
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---@field UGC_TakeDamageOverrideEvent:fun(Damage:float,DamageType:EDamageType,EventInstigator:AController,DamageCauser:AActor,Hit:FHitResult):float
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function UGCPlayerPawn:UGC_TakeDamageOverrideEvent(Damage, DamageType, EventInstigator, DamageCauser, Hit)
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-- 判断游戏状态伤害
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if GlobalConfigs.GameSetting.JustPlayingEnableDamage and UGCGameSystem.GameState:GetGameStateType() ~= CustomEnum.EGameState.Playing then
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return 0
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end
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-- 判断准备阶段伤害开启
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if not GlobalConfigs.GameSetting.ReadyStateEnableDamage and UGCGameSystem.GameState:IsReadyState() then
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return 0
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end
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-- 拷贝临时伤害值
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local DamageAmount = Damage
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-- 输出修改前的伤害数值
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UGCLogSystem.Log("[UGCPlayerPawn_UGC_TakeDamageOverrideEvent] InDamageAmount:%s, DamageType:%s", tostring(DamageAmount), tostring(DamageType))
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-- 玩家参数信息对伤害数值的修改
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DamageAmount = self:ModifyDamageByPlayerParameters(DamageAmount, EventInstigator)
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-- 伤害类型对伤害数值的修改
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DamageAmount = self:ModifyDamageByDamageType(DamageAmount, DamageType)
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-- 绑定的委托的伤害修改
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DamageAmount = self:ModifyDamageByAttachDamageFunc(DamageAmount, DamageType, EventInstigator, DamageCauser, Hit)
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UGCLogSystem.Log("[UGCPlayerPawn_UGC_TakeDamageOverrideEvent] ModifyDamageAmount:%s", tostring(DamageAmount))
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return DamageAmount
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end
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--- 玩家信息对伤害数值的修改
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function UGCPlayerPawn:ModifyDamageByPlayerParameters(DamageAmount, CauserPC)
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if UE.IsValid(CauserPC) then
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local CauserPlayerKey = CauserPC.PlayerKey
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if CauserPlayerKey then
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-- 获取敌方队伍ID
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local CauserTeamID = UGCPlayerStateSystem.GetTeamID(CauserPlayerKey)
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-- 获取己方队伍ID
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local SelfTeamID = UGCPlayerStateSystem.GetTeamID(self.PlayerKey)
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-- 获取施加者的玩家Pawn
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local CauserPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(CauserPlayerKey)
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if CauserPlayerKey == self.PlayerKey and GlobalConfigs.GameSetting.bEnableSelfHarm then
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--- 对自己的伤害
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DamageAmount = GlobalConfigs.GameSetting.SelfHarmInjuryRatio * DamageAmount
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else
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--- 他人对自己的伤害
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-- 判断友伤
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if CauserTeamID == SelfTeamID then
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-- 友伤数值修改
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DamageAmount = GlobalConfigs.GameSetting.FriendlyInjuryRatio * DamageAmount
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end
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end
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-- 获取攻击者伤害缩放
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local DamageScale = CauserPawn and CauserPawn:GetDamageScale() or 1
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-- 施加者攻击力对伤害的修改
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DamageAmount = DamageAmount / self:GetDefenseScale() * DamageScale
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end
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-- 防御力对伤害的修改
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DamageAmount = DamageAmount / self:GetDefenseScale()
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end
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return DamageAmount
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end
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--- 伤害类型对伤害数值的修改
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function UGCPlayerPawn:ModifyDamageByDamageType(DamageAmount, DamageType)
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-- 掉落伤害
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if DamageType == EDamageType.FallingDamage then
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DamageAmount = GlobalConfigs.GameSetting.bEnableDropDamage and DamageAmount or 0.
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end
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-- 设置近战伤害缩放
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if DamageType == EDamageType.MeleeDamage then
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DamageAmount = DamageAmount * GlobalConfigs.GameSetting.MeleeDamageScale
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end
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-- 判断忽略的伤害
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if table.hasValue(GlobalConfigs.GameSetting.IgnoreDamageType, DamageType) then
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DamageAmount = 0.
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end
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return DamageAmount
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end
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-- 伤害修改列表
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UGCPlayerPawn.DamageModifyFunctions = {}
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--- 绑定是伤害修改函数对伤害的修改
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function UGCPlayerPawn:ModifyDamageByAttachDamageFunc(DamageAmount, DamageType, EventInstigator, DamageCauser, Hit)
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for i, v in pairs(self.DamageModifyFunctions) do
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if v.Obj then
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DamageAmount = v.Func(v.Obj, self, DamageAmount, DamageType, EventInstigator, DamageCauser, Hit)
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else
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DamageAmount = v.Func(self, DamageAmount, DamageType, EventInstigator, DamageCauser, Hit)
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end
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UGCLogSystem.Log("[UGCPlayerPawn_ModifyDamageByAttachDamageFunc] ChangeDamage:%s", tostring(DamageAmount))
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end
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return DamageAmount
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end
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--- 添加伤害修改函数
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---@param ModifyFunc function 修改伤害的静态函数 fun(Pawn, Damage, DamageType, EventInstigator, DamageCauser, Hit):float
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---@param Layer 修改的层级 层级越高越往后对伤害进行修改
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function UGCPlayerPawn:AddDamageModifyFunc(ModifyFunc, Obj, Layer)
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-- 设置层级默认值
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if Layer == nil then Layer = 1 end
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-- 插入修改函数
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local IsInsert = false
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for i, v in pairs(self.DamageModifyFunctions) do
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if v.Layer > Layer then
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table.insert(self.DamageModifyFunctions, i, {Func = ModifyFunc, Obj = Obj, Layer = Layer})
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IsInsert = true
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break
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end
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end
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if not IsInsert then
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table.insert(self.DamageModifyFunctions, #self.DamageModifyFunctions + 1, {Func = ModifyFunc, Obj = Obj, Layer = Layer})
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end
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UGCLogSystem.LogTree("[UGCPlayerPawn_AddDamageModifyFunc]", self.DamageModifyFunctions)
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end
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--- 移除伤害修改函数
|
||
|
function UGCPlayerPawn:RemoveDamageModifyFunc(ModifyFunc, Obj)
|
||
|
for i, v in pairs(self.DamageModifyFunctions) do
|
||
|
if v.Func == ModifyFunc and v.Obj == Obj then
|
||
|
table.remove(self.DamageModifyFunctions, i)
|
||
|
UGCLogSystem.LogTree("[UGCPlayerPawn_RemoveDamageModifyFunc]", self.DamageModifyFunctions)
|
||
|
break
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
---------------------------------------------- ModifyDamage End ----------------------------------------------
|
||
|
|
||
|
|
||
|
-- UGC Event -------------------------------------------------------------------------------------------------------
|
||
|
-- 这些事件都是官方的回调或者可重写的事件
|
||
|
|
||
|
---@field UGC_PlayerDeadEvent:fun(Killer:AController,DamageType:EDamageType)
|
||
|
---@field UGC_PlayerPickUpEvent:fun()
|
||
|
---@field UGC_LeavePawnStateEvent:fun(PawnState:EPawnState)
|
||
|
---@field UGC_EnterPawnStateEvent:fun(PawnState:EPawnState)
|
||
|
---@field UGC_CloseScopeEvent:fun()
|
||
|
---@field UGC_OpenScopeEvent:fun()
|
||
|
---@field UGC_ReloadEndEvent:fun()
|
||
|
---@field UGC_ReloadStartEvent:fun()
|
||
|
---@field UGC_WeaponSwitchEvent:fun()
|
||
|
---@field UGC_WeaponStopFireEvent:fun()
|
||
|
---@field UGC_WeaponStartFireEvent:fun(isAuto:ESTEWeaponShootType)
|
||
|
---@field UGC_EquipWeaponEvent:fun(Slot:ESurviveWeaponPropSlot)
|
||
|
---@field UGC_ChangeCurrentUsingWeaponEvent:fun(UsingWeaponSlot:ESurviveWeaponPropSlot,LastSlot:ESurviveWeaponPropSlot)
|
||
|
|
||
|
--- 子弹命中
|
||
|
---@field UGC_WeaponBulletHitEvent:fun(ShootWeapon:ASTExtraShootWeapon,Bullet:ASTExtraShootWeaponBulletBase,HitInfo:FHitResult)
|
||
|
function UGCPlayerPawn:UGC_WeaponBulletHitEvent(ShootWeapon, Bullet, HitInfo)
|
||
|
UGCEventSystem.SendEvent(EventEnum.BulletHitCallBack, self, ShootWeapon, Bullet, HitInfo)
|
||
|
end
|
||
|
|
||
|
|
||
|
---@field UGC_WeaponShootBulletEvent:fun(ShootWeapon:ASTExtraShootWeapon,Bullet:ASTExtraShootWeaponBulletBase)
|
||
|
|
||
|
-- UGC Event End -----------------------------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
--- 处理飘字
|
||
|
function UGCPlayerPawn:UGC_GetDamageNumberConfigIndex(Damage, IsHeadShot, InstigatorController, DamageCauser, DamageType)
|
||
|
UGCLogSystem.Log("[UGCPlayerPawn_UGC_GetDamageNumberConfigIndex]")
|
||
|
if InstigatorController == UGCSystemLibrary.GetLocalPlayerController() then
|
||
|
return 0
|
||
|
else
|
||
|
return -1
|
||
|
end
|
||
|
|
||
|
end
|
||
|
|
||
|
|
||
|
--- 播放粒子
|
||
|
function UGCPlayerPawn:PlayParticle(InParticleType)
|
||
|
ParticleConfig.AddParticleAttachPlayer(self, InParticleType)
|
||
|
end
|
||
|
|
||
|
|
||
|
-----------------------------------------------------------------------------------------------------------------------
|
||
|
|
||
|
--- 客户端玩家Key更新
|
||
|
function UGCPlayerPawn:UpdatePlayerKey()
|
||
|
if self.ClientUpdatedPlayerKey == false then
|
||
|
if self.PlayerKey and self.PlayerKey > 0 then
|
||
|
self.ClientUpdatedPlayerKey = true
|
||
|
self:Stroke()
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
--- Client
|
||
|
--- 描边
|
||
|
function UGCPlayerPawn:Stroke()
|
||
|
if GlobalConfigs.GameSetting.EnableStroke then
|
||
|
UGCLogSystem.Log("[UGCPlayerPawn_Stroke]PlayerKey:%s", tostring(self.PlayerKey))
|
||
|
|
||
|
UGCEventSystem.SetTimer(self, function()
|
||
|
if UGCGameSystem.GameState:GetPlayerTeamIDByPlayerKey(self.PlayerKey) ~= UGCGameSystem.GameState:GetPlayerTeamIDByPlayerKey(UGCSystemLibrary.GetLocalPlayerKey()) then
|
||
|
if GlobalConfigs.IsHaiDao then
|
||
|
self.Mesh:SetDrawIdeaOutline(true)
|
||
|
for EAvatarSlotTypeNum = 0, EAvatarSlotType.EAvatarSlotType_Max -1 do
|
||
|
UGCLogSystem.Log("[UGCPlayerPawn_Stroke]" .. EAvatarSlotTypeNum)
|
||
|
local MeshComponent = self.CharacterAvatarComp_BP:GetMeshCompBySlot(EAvatarSlotTypeNum)
|
||
|
if MeshComponent ~= nil then
|
||
|
UGCLogSystem.Log("[UGCPlayerPawn_Stroke] Succeed" .. EAvatarSlotTypeNum)
|
||
|
MeshComponent:SetDrawIdeaOutline(true)
|
||
|
end
|
||
|
end
|
||
|
else
|
||
|
-- UGCGameSystem.GameState:RegisterPostProcessMgr(self)
|
||
|
STExtraBlueprintFunctionLibrary.EnablePlayerAvatarOutline(self, true)
|
||
|
UGCLogSystem.Log("[UGCPlayerPawn_Stroke] EnablePlayerAvatarOutline")
|
||
|
end
|
||
|
end
|
||
|
|
||
|
end, 2)
|
||
|
end
|
||
|
|
||
|
|
||
|
|
||
|
end
|
||
|
|
||
|
--function UGCPlayerPawn:GetAvailableServerRPCs()
|
||
|
-- return
|
||
|
--end
|
||
|
|
||
|
|
||
|
return UGCPlayerPawn;
|