local Action_KillReward = { -- 可配置参数定义,参数将显示在Action配置面板 -- 例: -- MyIntParameter = 0 KillerPlayerKey = -1; AddHealth = 30.; } -- 触发器激活时,将执行Action的Execute function Action_KillReward:Execute(...) self.KillerPlayerKey = tonumber(self.KillerPlayerKey) local KillerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(self.KillerPlayerKey) if UE.IsValid(KillerPawn) then UGCLogSystem.Log("[Action_KillReward_Execute]:%s", tostring(UE.IsValid(BP_BuffManager.GetBuffManager()))) --BP_BuffManager.GetBuffManager():CreateBuff(self.KillerPlayerKey, true, Tables.ParticlePath.AddHealth, BP_BuffManager.BuffList.AddPlayerPawnHealth, self.AddHealth) --BP_BuffManager.GetBuffManager():CreateBuff(self.KillerPlayerKey, true, nil, BP_BuffManager.BuffList.FillUpWithBullets) UGCLogSystem.Log("[Action_KillReward_Execute] end") 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 Action_KillReward:Update(DeltaSeconds) end ]] return Action_KillReward