---@class BP_BuffBase_C:AActor ---@field Capsule UCapsuleComponent ---@field DefaultSceneRoot USceneComponent --Edit Below-- ---@type BP_BuffBase_C local BP_BuffBase = {}; BP_BuffBase.BuffType = 0; --function BP_BuffBase:ReceiveBeginPlay() -- self.SuperClass.ReceiveBeginPlay(self); --end function BP_BuffBase:new(Config) if Config == nil then return setmetatable( { BuffType = 0; }, { }) end end function BP_BuffBase:LuaInit() self.Capsule.OnComponentBeginOverlap:Add(self.OnCapsuleBeginOverlap, self) self.Capsule.OnComponentEndOverlap:Add(self.OnCapsuleEndOverlap, self); end ---@param OtherActor UGCPlayerPawn_C function BP_BuffBase:OnCapsuleBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult) if IsServer then if UE.IsPlayerPawn(OtherActor) then -- 给他上强度 GameState:MiniFunc("PlayerAddBolt", self.BuffType); self.BuffType = 0; DOREPONCE(self, "BuffType"); end end end function BP_BuffBase:OnCapsuleEndOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex) end ---@param InPawn UGCPlayerPawn_C function BP_BuffBase:OnPlayerIn(InPawn) -- 直接给玩家添加上 end function BP_BuffBase:PlayerAddBuff() end --[[ function BP_BuffBase:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); end --]] --[[ function BP_BuffBase:ReceiveEndPlay() self.SuperClass.ReceiveEndPlay(self); end --]] --[[ function BP_BuffBase:GetReplicatedProperties() return end --]] --[[ function BP_BuffBase:GetAvailableServerRPCs() return end --]] return BP_BuffBase;