-- Script.Global.BuffSystem.BuffAction.BuffAction_Sensing local BuffActionBase = require('Script.Global.BuffSystem.BuffActionBase') local BuffAction_Sensing = setmetatable( { -- 检测距离 m Range = 80.; NowWeapon = nil }, { __index = BuffActionBase, __metatable = BuffActionBase } ); function BuffAction_Sensing:LuaDoAction() BuffActionBase.LuaDoAction(self) UGCLogSystem.Log("[BuffAction_Sensing_LuaDoAction]") if UGCGameSystem.IsServer() then local OwnerPawn = self:GetOwnerPawn() if OwnerPawn and OwnerPawn.PlayerKey then UGCSendRPCSystem.ClientShowUI(OwnerPawn.PlayerKey, WidgetConfig.EUIType.TraceEnemy, true, false, self.Range) end else if self:GetOwnerPawn() == UGCSystemLibrary.GetLocalPlayerPawn() then WidgetManager.ShowPanel(WidgetConfig.EUIType.TraceEnemy, false, self.Range) end end end function BuffAction_Sensing:LuaUndoAction() BuffActionBase.LuaUndoAction(self) if UGCGameSystem.IsServer() then return true end UGCLogSystem.Log("[BuffAction_Sensing_LuaUndoAction]") end function BuffAction_Sensing:UpdateGunRateOfFire(WeaponGun) end return BuffAction_Sensing;