---@class UGCPlayerState_C:BP_UGCPlayerState_C --Edit Below-- ---@type UGCPlayerState_C local UGCPlayerState = {}; UGCPlayerState.WeaponInfiniteType = 0; function UGCPlayerState:ReceiveBeginPlay() self.OnCurrentPlayerKillNumChangedDelegate:Add(self.OnKillNumChange, self); end function UGCPlayerState:OnKillNumChange(KillCount,bIsAI) if IsServer then end end --- 操作是一旦使用了换装备的按钮,就会调用该函数,之后玩家添加的时候就会使用该配置 ---@param InWeapon ASTExtraWeapon function UGCPlayerState:UpdateWeaponAttachment(Pawn, InWeapon) -- 获取玩家的缓存 UGCLogSystem.Log("[UGCPlayerState:UpdateWeaponAttachment] 执行") local ArchiveData = ArchiveTable[self.PlayerKey]; if ArchiveData.Weapons == nil then ArchiveData.Weapons = {}; end local ItemId = InWeapon:GetWeaponItemID(); local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(Pawn); local Parts = ItemTool.GetWeaponParts(Weapon); ArchiveData.Weapons[ItemId] = Parts; end --function UGCPlayerState:GetReplicatedProperties() -- return ; --end ---@param InType EFillBulletType function UGCPlayerState:SetInfiniteType(InType) self.WeaponInfiniteType = InType; DOREPONCE(self, "WeaponInfiniteType"); end function UGCPlayerState:GetInfiniteType() return self.WeaponInfiniteType; end --- 重置击杀数 function UGCPlayerState:ResetKillNum() -- 重置击杀数 self.Kills = 0; self.KillPlayerNum = 0; DOREPONCE(self, "Kills") DOREPONCE(self, "KillPlayerNum") end function UGCPlayerState:ResetGame() self:ResetKillNum(); end --[[ function UGCPlayerState:GetAvailableServerRPCs() return end --]] return UGCPlayerState;