---@class BTT_SkillCount_C:BTTask_LuaBase ---@field PlaySkillIndex int32 ---@field SkillType TEnumAsByte --Edit Below-- local BTT_SkillCount = {} -- entry point, task will stay active until FinishExecute is called function BTT_SkillCount:ReceiveExecuteAI(OwnerController, ControlledPawn) if ControlledPawn == nil then self:FinishExecute(true) return end local SkillManager = ControlledPawn:GetSkillManagerComponent() if SkillManager ~= nil then SkillManager:TriggerEvent(self.PlaySkillIndex, self.SkillType) end if ControlledPawn.UpdateSkillCount ~= nil then ControlledPawn:UpdateSkillCount() end self:FinishExecute(true) end return BTT_SkillCount