69 lines
1.6 KiB
Lua
69 lines
1.6 KiB
Lua
---@class BP_ResourceBase_C:AActor
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---@field DefaultSceneRoot USceneComponent
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---@field ParticleList TMap:FString,UParticleSystem
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--Edit Below--
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---@type BP_ResourceBase_C
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local BP_ResourceBase = {};
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BP_ResourceBase.ArmorItem_ItemTables = {};
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BP_ResourceBase.ArmorItem_ItemTotalCount = 0;
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BP_ResourceBase.ArmorItem_ItemIds = {};
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function BP_ResourceBase:ReceiveBeginPlay()
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self.SuperClass.ReceiveBeginPlay(self);
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------------------------------ SceneObj ------------------------------
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self:SceneObj_ArmorItem_PreInit();
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--self:SceneObj_PreInit();
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end
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--[[
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function BP_ResourceBase:ReceiveTick(DeltaTime)
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self.SuperClass.ReceiveTick(self, DeltaTime);
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end
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--]]
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--[[
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function BP_ResourceBase:ReceiveEndPlay()
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self.SuperClass.ReceiveEndPlay(self);
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end
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--]]
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--[[
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function BP_ResourceBase:GetReplicatedProperties()
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return
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end
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--]]
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--[[
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function BP_ResourceBase:GetAvailableServerRPCs()
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return
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end
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--]]
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---@param InKey string
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function BP_ResourceBase:GetResource(InKey)
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return nil;
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end
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function BP_ResourceBase:SceneObj_ArmorItem_PreInit()
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if IsServer then
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self.ArmorItem_ItemTables = { BombItems, BagItems, ArmorItems, HelmetItems };
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for i, v in pairs(self.ArmorItem_ItemTables) do
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for c, d in pairs(v) do table.insert(self.ArmorItem_ItemIds, d); end
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end
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table.Shuffle(self.ArmorItem_ItemIds);
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self.ArmorItem_ItemTotalCount = table.getCount(self.ArmorItem_ItemIds);
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end
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end
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BP_ResourceBase.SceneObj_ParticleList = {};
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function BP_ResourceBase:SceneObj_PreInit()
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for i, v in pairs(self.ParticleList) do
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UE.AsyncLoadObject(v, function(TargetObject)
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self.SceneObj_ParticleList[i] = TargetObject;
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end)
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end
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end
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return BP_ResourceBase; |