local BuffActionBase = require('Script.Global.BuffSystem.BuffActionBase') local BuffAction_JumpStrengthen = setmetatable( { AddJumpMaxCount = 1; }, { __index = BuffActionBase, __metatable = BuffActionBase } ); -- Script.Blueprint.UGCBuffs.BuffAction.BuffAction_JumpStrengthen function BuffAction_JumpStrengthen:LuaDoAction() BuffActionBase.LuaDoAction(self) UGCLogSystem.Log("[BuffAction_JumpStrengthen_LuaDoAction]") local OwnerPawn = self:GetOwnerPawn() if UE.IsValid(OwnerPawn) then --OwnerPawn.JumpMaxCount = self.AddJumpMaxCount + 1 -- OwnerPawn:GetCharacterMovementComponent().MaxMultiJumpCount = self.AddJumpMaxCount + 1 end end function BuffAction_JumpStrengthen:LuaUndoAction() BuffActionBase.LuaUndoAction(self) end function BuffAction_JumpStrengthen:LuaUpdateAction(DeltaSeconds) BuffActionBase.LuaUpdateAction(self, DeltaSeconds) local OwnerPawn = self:GetOwnerPawn() if UE.IsValid(OwnerPawn) then if OwnerPawn:GetJumpCount() >= self.AddJumpMaxCount + 1 then OwnerPawn.JumpMaxCount = 1 else OwnerPawn.JumpMaxCount = self.AddJumpMaxCount + 1 end UGCLogSystem.Log("[BuffAction_JumpStrengthen_LuaUpdateAction] JumpMaxCount:%s", tostring(OwnerPawn.JumpMaxCount)) end end return BuffAction_JumpStrengthen;