59 lines
1.8 KiB
Lua
59 lines
1.8 KiB
Lua
---@class BP_AttackPointSpawnPoint_C:AActor
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---@field ParticleSystem UParticleSystemComponent
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---@field DefaultSceneRoot USceneComponent
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---@field MapIndex int32
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---@field AttackActorActorClass UClass
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--Edit Below--
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local BP_AttackPointSpawnPoint = {
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DoOnceSpawn = false;
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}
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function BP_AttackPointSpawnPoint:ReceiveBeginPlay()
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BP_AttackPointSpawnPoint.SuperClass.ReceiveBeginPlay(self)
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if UGCGameSystem.IsServer() then
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self:SpawnAttackPoint(UGCGameSystem.GameState:GetMapKey())
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UGCEventSystem.AddListener(EventEnum.UpdateMapKey, self.SpawnAttackPoint, self)
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end
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end
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function BP_AttackPointSpawnPoint:SpawnAttackPoint(InMapIndex)
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if self.DoOnceSpawn then return end
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if InMapIndex == self.MapIndex then
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self.DoOnceSpawn = true
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UGCLogSystem.Log("[BP_AttackPointSpawnPoint_SpawnAttackPoint] InMapIndex:%s", tostring(InMapIndex))
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UGCLogSystem.Log("[BP_AttackPointSpawnPoint_SpawnAttackPoint]Scale3D:%s", VectorHelper.ToString(self:GetActorScale3D()))
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local PointActor = UGCGameSystem.SpawnActor(UGCGameSystem.GameState, self.AttackActorActorClass, self:K2_GetActorLocation(), self:K2_GetActorRotation(), self:GetActorScale3D(), nil)
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if UE.IsValid(PointActor) then
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PointActor:SetActorScale3D(self:GetActorScale3D())
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end
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end
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end
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--[[
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function BP_AttackPointSpawnPoint:ReceiveTick(DeltaTime)
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BP_AttackPointSpawnPoint.SuperClass.ReceiveTick(self, DeltaTime)
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end
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--]]
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--[[
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function BP_AttackPointSpawnPoint:ReceiveEndPlay()
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BP_AttackPointSpawnPoint.SuperClass.ReceiveEndPlay(self)
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end
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--]]
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--[[
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function BP_AttackPointSpawnPoint: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_AttackPointSpawnPoint:GetAvailableServerRPCs()
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return
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end
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--]]
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return BP_AttackPointSpawnPoint |