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2025-01-04 23:00:19 +08:00
local EventAction_PlayerPossessed = {
-- 可配置参数定义参数将显示在Action配置面板
-- 例:
-- MyIntParameter = 0
PlayerKey = -1;
}
-- 触发器激活时将执行Action的Execute
function EventAction_PlayerPossessed:Execute(...)
if UGCGameSystem.IsServer() then
--UGCLogSystem.Log("[EventAction_PlayerPossessed_Execute]1 PlayerKey:%s", tostring(self.PlayerKey))
--local PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(self.PlayerKey)
--UGCPawnSystem.SetIsInvincible(PlayerPawn, true)
--UGCEventSystem.SetTimer(UGCGameSystem.GameState,
-- function()
-- PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(self.PlayerKey)
-- if PlayerPawn then
-- --UGCLogSystem.Log("[EventAction_PlayerPossessed_Execute]3 PlayerKey:%s", tostring(self.PlayerKey))
-- UGCPawnSystem.SetIsInvincible(PlayerPawn, false)
-- end
-- end,
-- GlobalConfigs.GameSetting.InvincibleTime
--)
--UGCLogSystem.Log("[EventAction_PlayerPossessed_Execute]2 PlayerKey:%s", tostring(self.PlayerKey))
--UGCEventSystem.SetTimer(UGCGameSystem.GameState,
-- function()
-- if UGCGameSystem.GameState:GetGameStateType() == CustomEnum.EGameState.Playing then
-- --- 给予玩家出生装备
-- PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(self.PlayerKey)
-- if PlayerPawn then
-- for _, ItemData in pairs(GlobalConfigs.GameSetting.BeBornItems) do
-- UGCBackPackSystem.AddItem(PlayerPawn, ItemData.ItemID, ItemData.Count)
-- end
-- end
-- end
--
-- end,
-- 0.1
--)
end
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 EventAction_PlayerPossessed:Update(DeltaSeconds)
end
]]
return EventAction_PlayerPossessed