---@class BP_ResourceBase_C:AActor ---@field DefaultSceneRoot USceneComponent ---@field ParticleList TMap:FString,UParticleSystem --Edit Below-- ---@type BP_ResourceBase_C local BP_ResourceBase = {}; BP_ResourceBase.ArmorItem_ItemTables = {}; BP_ResourceBase.ArmorItem_ItemTotalCount = 0; BP_ResourceBase.ArmorItem_ItemIds = {}; function BP_ResourceBase:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); ------------------------------ SceneObj ------------------------------ self:SceneObj_ArmorItem_PreInit(); --self:SceneObj_PreInit(); end --[[ function BP_ResourceBase:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); end --]] --[[ function BP_ResourceBase:ReceiveEndPlay() self.SuperClass.ReceiveEndPlay(self); end --]] --[[ function BP_ResourceBase:GetReplicatedProperties() return end --]] --[[ function BP_ResourceBase:GetAvailableServerRPCs() return end --]] ---@param InKey string function BP_ResourceBase:GetResource(InKey) return nil; end function BP_ResourceBase:SceneObj_ArmorItem_PreInit() if IsServer then self.ArmorItem_ItemTables = { BombItems, BagItems, ArmorItems, HelmetItems }; for i, v in pairs(self.ArmorItem_ItemTables) do for c, d in pairs(v) do table.insert(self.ArmorItem_ItemIds, d); end end table.Shuffle(self.ArmorItem_ItemIds); self.ArmorItem_ItemTotalCount = table.getCount(self.ArmorItem_ItemIds); end end BP_ResourceBase.SceneObj_ParticleList = {}; function BP_ResourceBase:SceneObj_PreInit() for i, v in pairs(self.ParticleList) do UE.AsyncLoadObject(v, function(TargetObject) self.SceneObj_ParticleList[i] = TargetObject; end) end end return BP_ResourceBase;