---@class UGCPlayerState_C:BP_UGCPlayerState_C --Edit Below-- ---@type UGCPlayerState_C local UGCPlayerState = {}; ---@type table 给予伤害的玩家列表,因为 Pawn 在死亡之后就拿不到了 { PlayerKey: EndTime } UGCPlayerState.DamagedPlayerList = {}; UGCPlayerState.WeaponInfiniteType = 0; UGCPlayerState.PlayerBenefit = {}; --function UGCPlayerState:ReceiveBeginPlay() -- self.SuperClass.ReceiveBeginPlay(self); --end --function UGCPlayerState:ReceiveTick(DeltaTime) -- self.SuperClass.ReceiveTick(self, DeltaTime); --end --[[ function UGCPlayerState:ReceiveEndPlay() self.SuperClass.ReceiveEndPlay(self); end --]] function UGCPlayerState:GetReplicatedProperties() return { "WeaponInfiniteType", "Lazy" } end ---@param InType EFillBulletType function UGCPlayerState:SetInfiniteType(InType) self.WeaponInfiniteType = InType; DOREPONCE(self, "WeaponInfiniteType"); end function UGCPlayerState:GetInfiniteType() return self.WeaponInfiniteType; end function UGCPlayerState:OnRep_WeaponInfiniteType() if UGCLogSystem == nil then return end UGCLogSystem.Log("[UGCPlayerState:OnRep_WeaponInfiniteType] WeaponInfiniteType = %d", self.WeaponInfiniteType) end --- 重置击杀数 function UGCPlayerState:ResetKillNum() -- 重置击杀数 self.Kills = 0; self.KillPlayerNum = 0; DOREPONCE(PS,"Kills") DOREPONCE(PS,"KillPlayerNum") end function UGCPlayerState:ResetGame() self.DamagedPlayerList = {}; self.PlayerBenefit = {}; --DOREPONCE(self, "DamagedPlayerList"); DOREPONCE(self, "PlayerBenefit"); end --[[ function UGCPlayerState:GetAvailableServerRPCs() return end --]] return UGCPlayerState;