---@class BP_KillBox_C:AActor ---@field Box UBoxComponent ---@field DefaultSceneRoot USceneComponent --Edit Below-- local BP_KillBox = { }; function BP_KillBox:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); if self:HasAuthority() then self.Box.OnComponentBeginOverlap:Add(self.Box_OnComponentBeginOverlap, self); end end function BP_KillBox:Box_OnComponentBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult) if UGCGameSystem.IsServer() then local PlayerKey = OtherActor.PlayerKey if PlayerKey then --OtherActor:K2_DestroyActor() -- 重生玩家 -- UGCGameSystem.GetRespawnComponent():AddRespawnPlayer(PlayerKey, 0) else if UE.IsA(OtherActor, UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterBase.BP_MonsterBase_C'))) then -- 设置血量 == 0 UGCSimpleCharacterSystem.SetHealth(OtherActor, -1) --UGCGameSystem.ApplyDamage(OtherActor, 2^30, ) --UGCPawnAttrSystem.SetHealth(OtherActor, 0) --OtherActor:K2_DestroyActor() end end end return nil; end --[[ function BP_KillBox:ReceiveTick(DeltaTime) self.SuperClass.ReceiveTick(self, DeltaTime); end --]] --[[ function BP_KillBox:ReceiveEndPlay() self.SuperClass.ReceiveEndPlay(self); end --]] --[[ function BP_KillBox:GetReplicatedProperties() return end --]] --[[ function BP_KillBox:GetAvailableServerRPCs() return end --]] return BP_KillBox;