UGCProjects/GodOfWar/Script/Blueprint/UGCPlayerPawn.lua

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2025-01-04 23:00:19 +08:00
---@class UGCPlayerPawn_C:BP_UGCPlayerPawn_C
--Edit Below--
---@type UGCPlayerPawn_C
local UGCPlayerPawn = {
---- 成神进度
--ToGodSchedule = 0;
---- 可获得的增益次数
--CanObtainIncreaseCount = 0;
---- 当前可选择的增益
--NowCanSelectIncrease = {};
---- 拥有的增益
--OwnedIncrease = {}; -- [IncreaseType] = Level
---- 增益已满
--IncreaseIsFull = false;
-- Attr -------------------------
-- 伤害缩放
Attr_DamageScale = 1;
-- 防御缩放
Attr_DefenseScale = 1;
-- 闪避概率
Attr_Dodge = 0;
--
-- Attr End ---------------------
};
-- Replicated -------------------------------------------------------------------------------------------------------
function UGCPlayerPawn:GetReplicatedProperties()
return
--"ToGodSchedule",
--"CanObtainIncreaseCount",
--"NowCanSelectIncrease",
--"OwnedIncrease"
end
--function UGCPlayerPawn:OnRep_ToGodSchedule()
-- if UGCEventSystem then
-- UGCEventSystem.SendEvent(EventEnum.UpdateToGodSchedule, self, self.ToGodSchedule)
-- end
--end
--
--function UGCPlayerPawn:OnRep_CanObtainIncreaseCount()
-- if UGCEventSystem then
-- UGCEventSystem.SendEvent(EventEnum.UpdateCanObtainIncreaseCount, self, self.CanObtainIncreaseCount)
-- end
--end
--
--function UGCPlayerPawn:OnRep_NowCanSelectIncrease()
-- if UGCEventSystem then
-- UGCEventSystem.SendEvent(EventEnum.UpdateNowCanSelectIncrease, self, self.NowCanSelectIncrease)
-- end
--end
--
--function UGCPlayerPawn:OnRep_OwnedIncrease()
-- if UGCEventSystem then
-- UGCEventSystem.SendEvent(EventEnum.UpdateOwnedIncrease, self, self.OwnedIncrease)
-- end
--end
-- Replicated End ---------------------------------------------------------------------------------------------------
-- Attr -------------------------------------------------------------------------------------------------------------
function UGCPlayerPawn:SetDamageScale(InDamageScale)
self.Attr_DamageScale = InDamageScale
end
function UGCPlayerPawn:GetDamageScale()
return self.Attr_DamageScale
end
function UGCPlayerPawn:SetDefenseScale(InDefenseScale)
-- 防御值不能小于0
if InDefenseScale <= 0 then return false end
self.Attr_DefenseScale = InDefenseScale
return true
end
function UGCPlayerPawn:GetDefenseScale()
return self.Attr_DefenseScale
end
function UGCPlayerPawn:SetDodge(InDodge)
self.Attr_Dodge = InDodge
return true
end
function UGCPlayerPawn:GetDodge()
return self.Attr_DefenseScale
end
-- Attr End ---------------------------------------------------------------------------------------------------------
-- 关闭盒子掉落
function UGCPlayerPawn:IsSkipSpawnDeadTombBox(EventInstigater)
return true
end
function UGCPlayerPawn:ReceiveBeginPlay()
self.SuperClass.ReceiveBeginPlay(self);
--- 设置翻墙功能
self.bVaultIsOpen = true
--- 设置滑铲功能
self.IsOpenShovelAbility = true
UGCEventSystem.SendEvent(EventEnum.PlayerBeginPlay, self)
if self:HasAuthority() then
self:AddEvent()
if UE.IsValid(self:GetController()) then
self:ReceivePossessed(self:GetController())
UGCLogSystem.Log("[UGCPlayerPawn_ReceiveBeginPlay] Controller Is Valid")
end
else
end
end
--- 客户端必定执行的BeginPlay
function UGCPlayerPawn:ClientMustBeExeBeginPlay()
if self.DoOnceMustBeExeBeginPlay then return end
self.DoOnceMustBeExeBeginPlay = true
self.ClientUpdatedPlayerKey = false
--local MainControlPanel = UGCWidgetManagerSystem.GetMainUI()
--if UE.IsValid(MainControlPanel) then
-- MainControlPanel.MainControlBaseUI.ChangeSight_UIBP:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
-- -- MainControlPanel.MainControlBaseUI.ChangeSight_UIBP:ShowList(); --- 倍镜切换
--end
end
function UGCPlayerPawn:ReceivePossessed(NewController)
self.SuperClass.ReceivePossessed(self, NewController);
UGCLogSystem.Log("[UGCPlayerPawn_ReceivePossessed] PlayerKey:%s", tostring(NewController.PlayerKey))
UGCEventSystem.SendEvent(EventEnum.PlayerPossessed, NewController.PlayerKey)
UGCGameSystem.GameState:SetPlayerIsAlive(NewController.PlayerKey, self)
if UGCSystemLibrary.GetIsPreparationState() then
UGCSystemLibrary.SetPlayerPawnMovable(self, false)
end
---- 设置上条命保存的Buff
--self.OwnedIncrease = NewController:GetOwnedIncrease()
--for IncreaseType, Level in pairs(self.OwnedIncrease) do
-- BuffSystemAPI.PlayerAddBuff(self, GodOfWarConfig.BuffList[IncreaseType][Level])
--end
---- 初始化上条命的进度
--self:AddToGodSchedule(NewController:GetToGodSchedule())
---- 初始化上条命可选择的增益
--self:SetNowCanSelectIncrease(NewController:GetNowCanSelectIncrease())
---- 初始化上条命可选择的增益数
--self:SetCanObtainIncreaseCount(NewController:GetCanObtainIncreaseCount())
--
---- 增加一个增益
--self:AddCanObtainIncreaseCount()
end
function UGCPlayerPawn:ReceiveTick(DeltaTime)
self.SuperClass.ReceiveTick(self, DeltaTime);
if not UGCGameSystem.IsServer() then
self:ClientMustBeExeBeginPlay()
self:UpdatePlayerKey()
--local HeadPos = self.Mesh:GetSocketLocation("head")
--UGCLogSystem.Log("[UGCPlayerPawn_ReceiveTick]HeadPos:%s, ActorPos:%s", VectorHelper.ToString(HeadPos), VectorHelper.ToString(self:K2_GetActorLocation()))
end
end
function UGCPlayerPawn:ReceiveEndPlay()
self:RemoveEvent()
self.SuperClass.ReceiveEndPlay(self);
end
function UGCPlayerPawn:AddEvent()
if self:HasAuthority() then
self.DeadNotifyDelegate:Add(self.PlayerDead, self)
self.DamageNotifyDelegate:Add(self.PlayerInjury, self)
else
end
end
function UGCPlayerPawn:RemoveEvent()
if self:HasAuthority() then
self.DeadNotifyDelegate:Remove(self.PlayerDead, self)
self.DamageNotifyDelegate:Remove(self.PlayerInjury, self)
if self.CheckBornItemsHandle then
UGCEventSystem.StopTimer(self.CheckBornItemsHandle)
self.CheckBornItemsHandle = nil
end
if self.CheckWeaponAndPartsHandle then
UGCEventSystem.StopTimer(self.CheckWeaponAndPartsHandle)
self.CheckWeaponAndPartsHandle = nil
end
else
end
end
function UGCPlayerPawn:CheckWeaponAndParts()
UGCGameSystem.GameState:CheckWeaponAndParts(self.PlayerKey)
end
function UGCPlayerPawn:CheckBornItems()
UGCLogSystem.Log("[UGCPlayerPawn_CheckBornItems] PlayerKey:%s", tostring(self.PlayerKey))
UGCLogSystem.LogTree("[UGCPlayerPawn_CheckBornItems]", self.DefaultBackPack)
for i = #self.DefaultBackPack, 1, -1 do
local ItemID = self.DefaultBackPack[i].ItemID
local Count = self.DefaultBackPack[i].Count
local InstCount = UGCBackPackSystem.GetItemCount(self, ItemID)
if InstCount >= Count then
UGCLogSystem.Log("[UGCPlayerPawn_CheckBornItems] i:%s", tostring(i))
table.remove(self.DefaultBackPack, i)
UGCLogSystem.LogTree("[UGCPlayerPawn_CheckBornItems]", self.DefaultBackPack)
else
UGCBackPackSystem.AddItem(self, ItemID, Count - InstCount)
end
end
if #self.DefaultBackPack == 0 then
UGCEventSystem.StopTimer(self.CheckBornItemsHandle)
self.CheckBornItemsHandle = nil
UGCLogSystem.Log("[UGCPlayerPawn_CheckBornItems] Succeed PlayerKey:%s", tostring(self.PlayerKey));
end
end
-------------------------------------------------- Delegate --------------------------------------------------
---@param DamageInfo FDamageInfoCollection
---@return VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, EDamageType, bool, float, float
function UGCPlayerPawn:GetDamageInfoCollectionInfo(DamageInfo)
local CauserController = DamageInfo.Instigator
local WeaponID = -1
local CauserKey = CauserController and CauserController.PlayerKey or -1
local VictimKey = self.PlayerKey
local CauserItemID = DamageInfo.CauserItemID
--- 近战投掷、投掷手雷
if CauserItemID then
WeaponID = CauserItemID
end
UGCLogSystem.Log("[UGCPlayerPawn_GetDamageInfoCollectionInfo] WeaponID:%d", WeaponID)
local Distance = 0.
if CauserController and CauserController.Pawn then
Distance = VectorHelper.GetDistance(self:K2_GetActorLocation(), CauserController.Pawn:K2_GetActorLocation())
end
local IsHeadShotDamage = (DamageInfo.Hit.BoneName == "head")
return VictimKey, CauserKey, WeaponID, DamageInfo.DamageType, IsHeadShotDamage, Distance, DamageInfo.Damage
end
---@param DamageInfo FDamageInfoCollection
function UGCPlayerPawn:PlayerDead(DamageInfo)
UGCLogSystem.LogTree("[UGCPlayerPawn_PlayerDead] DamageInfo:", UE.ToTable(DamageInfo))
local VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue = self:GetDamageInfoCollectionInfo(DamageInfo)
UGCSendRPCSystem.RPCEvent(nil, EventEnum.PlayerDeathInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue)
UGCEventSystem.SendEvent(EventEnum.PlayerDeathInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue)
UGCGameSystem.GameState:SetPlayerIsAlive(VictimKey, nil)
end
---@param DamageInfo FDamageInfoCollection
---@param ReturnValue float
function UGCPlayerPawn:PlayerInjury(DamageInfo)
local VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue = self:GetDamageInfoCollectionInfo(DamageInfo)
UGCEventSystem.SendEvent(EventEnum.PlayerInjuryInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue)
UGCSendRPCSystem.RPCEvent(CauserKey, EventEnum.PlayerInjuryInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue)
end
function UGCPlayerPawn:OnDeathCallBack(DeadCharacter,Killer,DamageCauser,KillingHitInfo,KillingHitImpulseDir,KillingHitDamageTypeID,DamageTypeClass,IsHeadShotDamage)
local CauserKey = Killer and Killer.PlayerKey
local WeaponID = -1
local DamageType = EDamageType.UGCCustomDamageType + 1
UGCLogSystem.Log("[UGCPlayerPawn_TestOnDeath] PlayerKey:%s, CauserKey:%s", tostring(self.PlayerKey), tostring(CauserKey))
UGCSendRPCSystem.RPCEvent(nil, EventEnum.PlayerDeathInfo, self.PlayerKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, 0, 0)
UGCEventSystem.SendEvent(EventEnum.PlayerDeathInfo, self.PlayerKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, 0, 0)
UGCGameSystem.GameState:SetPlayerIsAlive(self.PlayerKey, nil)
end
------------------------------------------------ Delegate End ------------------------------------------------
------------------------------------------------ ModifyDamage ------------------------------------------------
---@field UGC_TakeDamageOverrideEvent:fun(Damage:float,DamageType:EDamageType,EventInstigator:AController,DamageCauser:AActor,Hit:FHitResult):float
function UGCPlayerPawn:UGC_TakeDamageOverrideEvent(Damage, DamageType, EventInstigator, DamageCauser, Hit)
local DamageAmount = Damage
UGCLogSystem.Log("[UGCPlayerPawn_UGC_TakeDamageOverrideEvent] InDamageAmount:%s", tostring(DamageAmount))
if EventInstigator and EventInstigator.PlayerKey then
local CauserTeamID = UGCPlayerStateSystem.GetTeamID(EventInstigator.PlayerKey)
local SelfTeamID = UGCPlayerStateSystem.GetTeamID(self.PlayerKey)
local CauserPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(EventInstigator.PlayerKey)
local DamageScale = CauserPawn and CauserPawn:GetDamageScale() or 1
if EventInstigator.PlayerKey == self.PlayerKey and GlobalConfigs.GameSetting.bEnableSelfHarm then
--- 对自己的伤害
DamageAmount = GlobalConfigs.GameSetting.SelfHarmInjuryRatio * DamageAmount
else
--- 伤害设置(友方、敌方)
DamageAmount = (CauserTeamID == SelfTeamID and GlobalConfigs.GameSetting.FriendlyInjuryRatio * DamageAmount or DamageAmount) * DamageScale / self:GetDefenseScale()
end
elseif DamageCauser and DamageCauser:GetOwner() then
UGCLogSystem.Log("[UGCPlayerPawn_UGC_TakeDamageOverrideEvent] DamageCauser:GetOwner():%s", KismetSystemLibrary.GetObjectName(DamageCauser:GetOwner()))
local TargetPlayerKey = DamageCauser:GetOwner().PlayerKey
if TargetPlayerKey then
local CauserTeamID = UGCPlayerStateSystem.GetTeamID(TargetPlayerKey)
local SelfTeamID = UGCPlayerStateSystem.GetTeamID(self.PlayerKey)
DamageAmount = (CauserTeamID == SelfTeamID and GlobalConfigs.GameSetting.FriendlyInjuryRatio * DamageAmount or DamageAmount)
end
end
-- 掉落伤害
if DamageType == EDamageType.FallingDamage then
DamageAmount = GlobalConfigs.GameSetting.bEnableDropDamage and DamageAmount or 0.
end
if DamageType == EDamageType.MeleeDamage then
DamageAmount = DamageAmount * GlobalConfigs.GameSetting.MeleeDamageScale
end
UGCLogSystem.Log("[UGCPlayerPawn_UGC_TakeDamageOverrideEvent] ModifyDamageAmount:%s", tostring(DamageAmount))
return DamageAmount
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
-----------------------------------------------------------------------------------------------------------------------
----- 获取可获得增量次数的数值
--function UGCPlayerPawn:GetCanObtainIncreaseCount()
-- return self.CanObtainIncreaseCount
--end
----- 获取当前可选择增量类型的列表
--function UGCPlayerPawn:GetNowCanSelectIncrease()
-- return self.NowCanSelectIncrease
--end
--
----- 增加可选增益层数
--function UGCPlayerPawn:AddCanObtainIncreaseCount()
-- -- 判断增益是否满了
-- if self.IncreaseIsFull then return end
-- if self.CanObtainIncreaseCount > 0 then
-- self.CanObtainIncreaseCount = self.CanObtainIncreaseCount + 1
-- else
-- self.CanObtainIncreaseCount = 1
-- self:UpdateNowCanSelectIncrease()
-- end
--end
--
--function UGCPlayerPawn:SetCanObtainIncreaseCount(InCanObtainIncreaseCount)
-- self.CanObtainIncreaseCount = InCanObtainIncreaseCount
--end
--
----- 增加成神进度
--function UGCPlayerPawn:AddToGodSchedule(AddCount)
-- if self.ToGodSchedule < GodOfWarConfig.ToGodCondition then
-- self.ToGodSchedule = self.ToGodSchedule + AddCount
-- if self:PlayerIsGod() then
-- local UseBuffRes = BuffSystemAPI.PlayerAddBuff(self, GodOfWarConfig.GodOfWarBuff)
-- UGCLogSystem.Log("[UGCPlayerPawn_AddToGodSchedule] Finish UseBuffRes:%s", tostring(UseBuffRes))
-- UGCSendRPCSystem.ActorRPCNotify(nil, self, "PlayerToGodEffect", self.PlayerKey)
-- end
-- end
--end
--
----- 获取成神进度
--function UGCPlayerPawn:GetToGodSchedule()
-- return self.ToGodSchedule
--end
--
----- 判断玩家是否为战神
--function UGCPlayerPawn:PlayerIsGod()
-- return self.ToGodSchedule >= GodOfWarConfig.ToGodCondition
--end
--
----- 玩家选择增益
--function UGCPlayerPawn:PlayerSelectIncrease(SelectIndex)
-- if self.CanObtainIncreaseCount > 0 and SelectIndex > 0 and SelectIndex <= GodOfWarConfig.CanSelectIncreaseCount then
-- -- 给予玩家增幅
-- self:PlayerAddIncrease(self.NowCanSelectIncrease[SelectIndex])
-- self.CanObtainIncreaseCount = self.CanObtainIncreaseCount - 1
-- if self.CanObtainIncreaseCount > 0 then
-- self:UpdateNowCanSelectIncrease()
-- else
-- self.NowCanSelectIncrease = {}
-- end
-- end
--end
--
--
--
----- 玩家获得增益
--function UGCPlayerPawn:PlayerAddIncrease(InIncreaseType)
-- UGCLogSystem.Log("[UGCPlayerPawn_PlayerAddIncrease] InIncreaseType:%s", tostring(InIncreaseType))
-- if self.OwnedIncrease[InIncreaseType] == nil then
-- self.OwnedIncrease[InIncreaseType] = 0
-- end
-- if #GodOfWarConfig.BuffList[InIncreaseType] > self.OwnedIncrease[InIncreaseType] then
-- self.OwnedIncrease[InIncreaseType] = self.OwnedIncrease[InIncreaseType] + 1
-- if self.OwnedIncrease[InIncreaseType] > 1 then
-- -- 移除上一级增幅
-- BuffSystemAPI.PlayerRemoveBuffFromBuffAssetType(self, GodOfWarConfig.BuffList[InIncreaseType][self.OwnedIncrease[InIncreaseType] - 1], 1)
-- end
-- local UseBuffRes = BuffSystemAPI.PlayerAddBuff(self, GodOfWarConfig.BuffList[InIncreaseType][self.OwnedIncrease[InIncreaseType]])
-- -- 播放特效
-- UGCSendRPCSystem.ActorRPCNotify(self.PlayerKey, self, "PlayerAddIncreaseEffect", InIncreaseType)
-- UGCLogSystem.Log("[UGCPlayerPawn_PlayerAddIncrease] UseBuffRes:%s", tostring(UseBuffRes))
-- end
--end
--
----- 更新当前可选增益
--function UGCPlayerPawn:UpdateNowCanSelectIncrease()
-- UGCLogSystem.Log("[UGCPlayerPawn_UpdateNowCanSelectIncrease]")
-- local PlayerCanAddIncrease = {}
-- for i, IncreaseType in pairs(GodOfWarConfig.EIncreaseType) do
-- if self.OwnedIncrease[IncreaseType] == nil or #GodOfWarConfig.BuffList[IncreaseType] > self.OwnedIncrease[IncreaseType] then
-- PlayerCanAddIncrease[#PlayerCanAddIncrease + 1] = IncreaseType
-- end
-- end
-- if #PlayerCanAddIncrease > 0 then
-- table.Shuffle(PlayerCanAddIncrease)
-- UGCLogSystem.LogTree("[UGCPlayerPawn_UpdateNowCanSelectIncrease] PlayerCanAddIncrease:", PlayerCanAddIncrease)
-- for i = 0, GodOfWarConfig.CanSelectIncreaseCount - 1 do
-- self.NowCanSelectIncrease[i + 1] = PlayerCanAddIncrease[(i % #PlayerCanAddIncrease) + 1]
-- end
-- UGCLogSystem.LogTree("[UGCPlayerPawn_UpdateNowCanSelectIncrease] NowCanSelectIncrease:", self.NowCanSelectIncrease)
-- else
-- -- 已满
-- self.NowCanSelectIncrease = {}
-- self.CanObtainIncreaseCount = 0
-- self.IncreaseIsFull = true
-- end
--end
--
--function UGCPlayerPawn:SetNowCanSelectIncrease(InNowCanSelectIncrease)
-- self.NowCanSelectIncrease = InNowCanSelectIncrease
--end
--
----- 获取玩家拥有增效的等级
--function UGCPlayerPawn:GetOwnedIncreaseLevel(InIncreaseType)
-- return self.OwnedIncrease[InIncreaseType] and self.OwnedIncrease[InIncreaseType] or 0
--end
--
--function UGCPlayerPawn:GetAllOwnedIncreaseLevel()
-- return self.OwnedIncrease
--end
-- Effect ------------------
---玩家获得增效的客户端显示效果
function UGCPlayerPawn:PlayerAddIncreaseEffect(InIncreaseType)
ParticleConfig.AddParticleAttachPlayer(self, ParticleConfig.EParticleType.AddBuff)
end
--- 玩家成神的客户端显示效果
function UGCPlayerPawn:PlayerToGodEffect(PlayerKey)
UGCEventSystem.SendEvent(EventEnum.AddTip, TipConfig.TipType.GodOfWarCome, PlayerKey)
if UGCSystemLibrary.GetLocalPlayerKey() == PlayerKey then
ParticleConfig.AddParticleAttachPlayer(self, ParticleConfig.EParticleType.GodOfWarSelf)
else
ParticleConfig.AddParticleAttachPlayer(self, ParticleConfig.EParticleType.GodOfWar)
end
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))
if UGCGameSystem.GameState:GetPlayerTeamIDByPlayerKey(self.PlayerKey) ~= UGCGameSystem.GameState:GetPlayerTeamIDByPlayerKey(UGCSystemLibrary.GetLocalPlayerKey()) then
-- UGCGameSystem.GameState:RegisterPostProcessMgr(self)
STExtraBlueprintFunctionLibrary.EnablePlayerAvatarOutline(self, true)
UGCLogSystem.Log("[UGCPlayerPawn_Stroke] EnablePlayerAvatarOutline")
end
end
end
--function UGCPlayerPawn:GetAvailableServerRPCs()
-- return
--end
return UGCPlayerPawn;