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