local Action_TrophyOwnerAddReward = { -- 可配置参数定义,参数将显示在Action配置面板 -- 例: -- MyIntParameter = 0 NewTrophyOwnerPlayerKey = ""; } -- 触发器激活时,将执行Action的Execute function Action_TrophyOwnerAddReward:Execute(...) UGCLogSystem.Log("[Action_TrophyOwnerAddReward_Execute]") self.NewTrophyOwnerPlayerKey = tonumber(self.NewTrophyOwnerPlayerKey) -- BP_BuffManager.GetBuffManager():CreateBuff( -- self.NewTrophyOwnerPlayerKey, -- true, -- nil, -- BP_BuffManager.BuffList.AddWeaponItem, -- Tables.GameParam.RewardWeapon.WeaponID, -- Tables.GameParam.RewardWeapon.Prop, -- true, false -- ) local BroadcastData = table.DeepCopy(Tables.BroadcastTable[Enum.EBroadcastType.Affix]) if self.NewTrophyOwnerPlayerKey > 0 then -- 回满生命值 BP_BuffManager.GetBuffManager():CreateBuff(self.NewTrophyOwnerPlayerKey, true, Tables.ParticlePath.AddHealth, BP_BuffManager.BuffList.AddPlayerPawnHealth, 100) -- 额外增加分数 UGCGameSystem.GameState:AddScore(self.NewTrophyOwnerPlayerKey, 8) -- 广播信息 BroadcastData.BroadcastText = UGCGameSystem.GameState:GetPlayerNameByPlayerKey(self.NewTrophyOwnerPlayerKey) BroadcastData.Suffix = "成为奖杯拥有者" else BroadcastData.BroadcastText = "奖杯已重置" end UGCGameSystem.GameState:AddBroadcast(Enum.EBroadcastType.Affix, BroadcastData, Enum.EBroadcastPos.MidUp) 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_TrophyOwnerAddReward:Update(DeltaSeconds) end ]] return Action_TrophyOwnerAddReward