local Action_PlayerLeave = { PlayerKey = 0; } -- 触发器激活时,将执行Action的Execute function Action_PlayerLeave:Execute(...) ugcprint(string.format("[Action_PlayerLeave] Start settlement %d", self.PlayerKey)); local TeamID = UGCPlayerStateSystem.GetTeamID(self.PlayerKey); UGCGameSystem.SendPlayerSettlement(self.PlayerKey); DefaultSettings.CurrPlayerCount = DefaultSettings.CurrPlayerCount - 1 UGCEventSystem.SendEvent(EventTypes.AddPlayer, self.PlayerKey, TeamID, false); local IsAllPlayerLogOut, AlivePlayerCount = GameState:PlayerLoginOrLeave(false, self.PlayerKey); GameState.MiniGameManager:OnPlayerLeave(self.PlayerKey); 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 Action_PlayerLeave:Update(DeltaSeconds) end ]] return Action_PlayerLeave;