---@class BP_HoldStarts_C:AActor ---@field BP_PlayerStartBase5 UChildActorComponent ---@field BP_PlayerStartBase4 UChildActorComponent ---@field BP_PlayerStartBase3 UChildActorComponent ---@field BP_PlayerStartBase2 UChildActorComponent ---@field BP_PlayerStartBase1 UChildActorComponent ---@field BP_PlayerStartBase UChildActorComponent ---@field DefaultSceneRoot USceneComponent ---@field Index int32 --Edit Below-- ---@type BP_HoldStarts_C local BP_HoldStarts = {} function BP_HoldStarts:ReceiveBeginPlay() BP_HoldStarts.SuperClass.ReceiveBeginPlay(self) -- 距离过远不会加载,因此需要判断一下 UE.ForeachChildrenComponent(self.DefaultSceneRoot, function(Component) if Component.ChildActor then Component.ChildActor.PlayerBornPointID = self.Index; if IsServer then -- 这是服务器加载,此时将子Actor加载到列表中 if table.isEmpty(GlobalStartManager.AllPlayerStarts) then table.insert(GlobalStartManager.AllPlayerStarts, Component.ChildActor); end if self.Index ~= 0 then if GlobalStartManager.InitPlayerStarts[self.Index] == nil then GlobalStartManager.InitPlayerStarts[self.Index] = {}; end table.insert(GlobalStartManager.InitPlayerStarts[self.Index], Component.ChildActor); end end end end); if IsServer then UGCLogSystem.LogTree(string.format("[BP_HoldStarts:ReceiveBeginPlay] AllPlayerStarts"), GlobalStartManager.AllPlayerStarts); UGCLogSystem.LogTree(string.format("[BP_HoldStarts:ReceiveBeginPlay] InitPlayerStarts"), GlobalStartManager.InitPlayerStarts); end end --[[ function BP_HoldStarts:ReceiveTick(DeltaTime) BP_HoldStarts.SuperClass.ReceiveTick(self, DeltaTime) end --]] --[[ function BP_HoldStarts:ReceiveEndPlay() BP_HoldStarts.SuperClass.ReceiveEndPlay(self) end --]] --[[ function BP_HoldStarts:GetReplicatedProperties() return end --]] --[[ function BP_HoldStarts:GetAvailableServerRPCs() return end --]] return BP_HoldStarts