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Lua
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2025-01-04 23:00:19 +08:00
local BuffActionBase = require('Script.Global.BuffSystem.BuffActionBase')
local BuffAction_Vampirism = setmetatable(
{
-- Param ---------------------------
-- 每秒恢复量
Vampirism = 0.2;
IsHPLimit = false;
-- Param End -----------------------
},
{ __index = BuffActionBase, __metatable = BuffActionBase }
);
function BuffAction_Vampirism:LuaDoAction()
BuffActionBase.LuaDoAction(self)
if not UGCGameSystem.IsServer() then return true end
UGCLogSystem.Log("[BuffAction_Vampirism_LuaDoAction]Params:%s, %s", self.ReplyPerSecond, self.WaitAddHealthTime)
-- 绑定Event传入的self可能有点问题需要与存储OwnerPawn才能获取到正确的OwnerPawn
UGCEventSystem.AddListener(EventEnum.PlayerInjuryInfo, self.PlayerInjuryInfo, self)
end
function BuffAction_Vampirism:LuaUndoAction()
BuffActionBase.LuaUndoAction(self)
if not UGCGameSystem.IsServer() then return true end
UGCLogSystem.Log("[BuffAction_Vampirism_LuaUndoAction]")
UGCEventSystem.RemoveListener(EventEnum.PlayerInjuryInfo, self.PlayerInjuryInfo, self)
end
function BuffAction_Vampirism:PlayerInjuryInfo(VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue)
if UE.IsValid(self:GetOwnerPawn()) and self:GetOwnerPawn():IsAlive() then
if CauserKey == self:GetOwnerPawn().PlayerKey then
local AddHealth = DamageValue * self.Vampirism
if self.IsHPLimit then
local Health = UGCPawnAttrSystem.GetHealth(self:GetOwnerPawn())
UGCPawnAttrSystem.SetHealthMax(self:GetOwnerPawn(), UGCPawnAttrSystem.GetHealthMax(self:GetOwnerPawn()) + AddHealth)
UGCPawnAttrSystem.SetHealth(self:GetOwnerPawn(), Health + AddHealth)
else
UGCPawnAttrSystem.SetHealth(self:GetOwnerPawn(), UGCPawnAttrSystem.GetHealth(self:GetOwnerPawn()) + AddHealth)
end
UGCLogSystem.Log("[BuffAction_Vampirism_PlayerInjuryInfo] Succeed")
end
end
end
return BuffAction_Vampirism;