---@class BP_BoltBuffItem_C:BP_CustomItemBase_C ---@field ParticleSystem UParticleSystemComponent --Edit Below-- local ItemBase = require('Script.Blueprint.SceneObj.PickUp.Recycle.BP_CustomItemBase') ---@type BP_BoltBuffItem_C local BP_BoltBuffItem = ItemBase:new(DefaultSettings.SceneObj.BoltBuff); function BP_BoltBuffItem:ReceiveBeginPlay() --BP_BoltBuffItem.SuperClass.ReceiveBeginPlay(self) self:LuaInit(); end -- 直接添加 function BP_BoltBuffItem:OnPlayerAddItem(InPawn) GlobalMiniMode:PlayerAddBolt(InPawn, self.ItemId, nil); end function BP_BoltBuffItem:RandomNewItem() self:SetItemId(EBoltBuffType.Bomb); end function BP_BoltBuffItem:OnRep_ItemId() if self.ParticleSystem then self.ParticleSystem:SetHiddenInGame(self:IsItemIdValid()); end end --[[ function BP_BoltBuffItem:ReceiveTick(DeltaTime) BP_BoltBuffItem.SuperClass.ReceiveTick(self, DeltaTime) end --]] --[[ function BP_BoltBuffItem:ReceiveEndPlay() BP_BoltBuffItem.SuperClass.ReceiveEndPlay(self) end --]] --[[ function BP_BoltBuffItem:GetReplicatedProperties() return end --]] --[[ function BP_BoltBuffItem:GetAvailableServerRPCs() return end --]] return BP_BoltBuffItem