---@class BP_BoltBase_C:BP_Ammo_Bolt_Pickup_C --Edit Below-- ---@type APickUpWrapperActor local BP_BoltBase = {}; BP_BoltBase.BoltType = 0; function BP_BoltBase:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); --self.UGC_PickUpWrapperDestroyDelegate:Add() end --- 子类继承用 ---@vararg table function BP_BoltBase:new(Config) if Config == nil then return setmetatable( { BoltType = 0, }, { __index = self, __metatable = self, }); else return setmetatable( { BoltType = Config.BoltType == nil and 0 or Config.BoltType, }, { __index = self, __metatable = self, }); end end function BP_BoltBase:SetBoltType(InType) self.BoltType = InType; DOREPONCE(self, "BoltType"); end function BP_BoltBase:OnRep_BoltType() UGCLogSystem.Log("[BP_BoltBase:OnRep_BoltType] BoltType = %d", self.BoltType); -- 显示特效 --GameplayStatics.SpawnEmitterAtLocation(self, TargetObject, Location, VectorHelper.RotZero(), VectorHelper.ScaleOne(), false); end --[[ function BP_BoltBase:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); end --]] --[[ function BP_BoltBase:ReceiveEndPlay() self.SuperClass.ReceiveEndPlay(self); end --]] function BP_BoltBase:GetReplicatedProperties() return { "BoltType", "Lazy" } end --[[ function BP_BoltBase:GetAvailableServerRPCs() return end --]] return BP_BoltBase;