---@class BP_ShootingTarget2_C:AActor ---@field Widget UWidgetComponent ---@field TripleScoreRange USphereComponent ---@field TargetMesh UStaticMeshComponent ---@field DefaultRootComponent USceneComponent ---@field DoubleScoreRange USphereComponent ---@field BaseScoreRange USphereComponent ---@field Center USceneComponent ---@field HitEffectPlayTime float ---@field StartTF FTransform ---@field FinishTF FTransform ---@field ResetTime float ---@field BaseScore int32 --Edit Below-- ---@type BP_ShootingTarget2_C local ShootingTargetBase = require('Script.Blueprint.MiniLevelActor.ShootLevel.ShootingTargetBase') local BP_ShootingTarget2 = setmetatable( { }, { __index = ShootingTargetBase, __metatable = ShootingTargetBase } ); function BP_ShootingTarget2:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); self.BaseScoreRangeRadius = self.BaseScoreRange:GetScaledSphereRadius() self.DoubleScoreRangeRadius = self.DoubleScoreRange:GetScaledSphereRadius() self.TripleScoreRangeRadius = self.TripleScoreRange:GetScaledSphereRadius() end function BP_ShootingTarget2:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); if UGCGameSystem.IsServer() then else self:TickPlayEffect() end end function BP_ShootingTarget2:ReceivePointDamage(Damage, DamageType, HitLocation, HitNormal, HitComponent, BoneName, ShotFromDirection, InstigatedBy, DamageCauser, HitInfo) ShootingTargetBase.ReceivePointDamage(self, Damage, DamageType, HitLocation, HitNormal, HitComponent, BoneName, ShotFromDirection, InstigatedBy, DamageCauser, HitInfo) end return BP_ShootingTarget2;