local BuffActionBase = require('Script.Global.BuffSystem.BuffActionBase') local BuffAction_DamageAddBuff = setmetatable( { -- Param --------------------------- -- 每秒恢复量 BuffAssetType = nil; -- Param End ----------------------- }, { __index = BuffActionBase, __metatable = BuffActionBase } ); function BuffAction_DamageAddBuff:LuaDoAction() BuffActionBase.LuaDoAction(self) if not UGCGameSystem.IsServer() then return true end UGCLogSystem.Log("[BuffAction_DamageAddBuff_LuaDoAction]Params:%s, %s", self.ReplyPerSecond, self.WaitAddHealthTime) -- 绑定Event传入的self可能有点问题,需要与存储OwnerPawn才能获取到正确的OwnerPawn UGCEventSystem.AddListener(EventEnum.PlayerInjuryInfo, self.PlayerInjuryInfo, self) end function BuffAction_DamageAddBuff:LuaUndoAction() BuffActionBase.LuaUndoAction(self) if not UGCGameSystem.IsServer() then return true end UGCLogSystem.Log("[BuffAction_DamageAddBuff_LuaUndoAction]") UGCEventSystem.RemoveListener(EventEnum.PlayerInjuryInfo, self.PlayerInjuryInfo, self) end function BuffAction_DamageAddBuff:PlayerInjuryInfo(VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue) local Victim = UGCGameSystem.GetPlayerPawnByPlayerKey(VictimKey) if UE.IsValid(self:GetOwnerPawn()) and self:GetOwnerPawn():IsAlive() and UE.IsValid(Victim) and Victim:IsAlive() then if CauserKey == self:GetOwnerPawn().PlayerKey and self.BuffAssetType and UGCPlayerStateSystem.GetTeamID(CauserKey) ~= UGCPlayerStateSystem.GetTeamID(VictimKey) then BuffSystemAPI.PlayerAddBuff(Victim, self.BuffAssetType, self:GetOwnerPawn():GetController(), self:GetOwnerPawn()) UGCLogSystem.Log("[BuffAction_DamageAddBuff_PlayerInjuryInfo] Succeed") end end end return BuffAction_DamageAddBuff;