local EventAction_PlayerPossessed = { -- 可配置参数定义,参数将显示在Action配置面板 -- 例: -- MyIntParameter = 0 PlayerKey = -1; } -- 触发器激活时,将执行Action的Execute function EventAction_PlayerPossessed:Execute(...) if UGCGameSystem.IsServer() then local PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(self.PlayerKey) UGCEventSystem.SetTimer(UGCGameSystem.GameState, function() if UGCGameSystem.GameState:GetGameStateType() == CustomEnum.EGameState.Playing then --- 给予玩家武器配置 -- UGCGameSystem.GameState:RefreshPlayerWeapons(self.PlayerKey) --- 给予玩家出生装备 PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(self.PlayerKey) if PlayerPawn then for _, ItemData in pairs(GlobalConfigs.GameSetting.BeBornItems) do UGCBackPackSystem.AddItem(PlayerPawn, ItemData.ItemID, ItemData.Count) end end end end, 0.1 ) end return true end --[[ -- 需要勾选Action的EnableTick,才会执行Update -- 触发器激活后,将在每个tick执行Action的Update,直到self.bEnableActionTick为false function EventAction_PlayerPossessed:Update(DeltaSeconds) end ]] return EventAction_PlayerPossessed