2025-01-04 23:00:19 +08:00

80 lines
1.6 KiB
Lua

---@class BP_BuffBase_C:AActor
---@field Capsule UCapsuleComponent
---@field DefaultSceneRoot USceneComponent
--Edit Below--
---@type BP_BuffBase_C
local BP_BuffBase = {};
BP_BuffBase.BuffType = 0;
--function BP_BuffBase:ReceiveBeginPlay()
-- self.SuperClass.ReceiveBeginPlay(self);
--end
function BP_BuffBase:new(Config)
if Config == nil then
return setmetatable(
{
BuffType = 0;
},
{
})
end
end
function BP_BuffBase:LuaInit()
self.Capsule.OnComponentBeginOverlap:Add(self.OnCapsuleBeginOverlap, self)
self.Capsule.OnComponentEndOverlap:Add(self.OnCapsuleEndOverlap, self);
end
---@param OtherActor UGCPlayerPawn_C
function BP_BuffBase:OnCapsuleBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult)
if IsServer then
if UE.IsPlayerPawn(OtherActor) then
-- 给他上强度
GameState:MiniFunc("PlayerAddBolt", self.BuffType);
self.BuffType = 0;
DOREPONCE(self, "BuffType");
end
end
end
function BP_BuffBase:OnCapsuleEndOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex)
end
---@param InPawn UGCPlayerPawn_C
function BP_BuffBase:OnPlayerIn(InPawn)
-- 直接给玩家添加上
end
function BP_BuffBase:PlayerAddBuff()
end
--[[
function BP_BuffBase:ReceiveTick(DeltaTime)
self.SuperClass.ReceiveTick(self, DeltaTime);
end
--]]
--[[
function BP_BuffBase:ReceiveEndPlay()
self.SuperClass.ReceiveEndPlay(self);
end
--]]
--[[
function BP_BuffBase:GetReplicatedProperties()
return
end
--]]
--[[
function BP_BuffBase:GetAvailableServerRPCs()
return
end
--]]
return BP_BuffBase;