65 lines
1.7 KiB
Lua
65 lines
1.7 KiB
Lua
---@class UGCPlayerState_C:BP_UGCPlayerState_C
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--Edit Below--
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---@type UGCPlayerState_C
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local UGCPlayerState = {};
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---@type table<PlayerKey, float> 给予伤害的玩家列表,因为 Pawn 在死亡之后就拿不到了 { PlayerKey: EndTime }
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UGCPlayerState.DamagedPlayerList = {};
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UGCPlayerState.WeaponInfiniteType = 0;
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UGCPlayerState.PlayerBenefit = {};
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--function UGCPlayerState:ReceiveBeginPlay()
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-- self.SuperClass.ReceiveBeginPlay(self);
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--end
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--function UGCPlayerState:ReceiveTick(DeltaTime)
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-- self.SuperClass.ReceiveTick(self, DeltaTime);
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--end
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--[[
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function UGCPlayerState:ReceiveEndPlay()
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self.SuperClass.ReceiveEndPlay(self);
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end
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--]]
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function UGCPlayerState:GetReplicatedProperties()
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return { "WeaponInfiniteType", "Lazy" }
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end
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---@param InType EFillBulletType
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function UGCPlayerState:SetInfiniteType(InType)
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self.WeaponInfiniteType = InType;
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DOREPONCE(self, "WeaponInfiniteType");
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end
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function UGCPlayerState:GetInfiniteType() return self.WeaponInfiniteType; end
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function UGCPlayerState:OnRep_WeaponInfiniteType()
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if UGCLogSystem == nil then return end
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UGCLogSystem.Log("[UGCPlayerState:OnRep_WeaponInfiniteType] WeaponInfiniteType = %d", self.WeaponInfiniteType)
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end
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--- 重置击杀数
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function UGCPlayerState:ResetKillNum()
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-- 重置击杀数
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self.Kills = 0;
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self.KillPlayerNum = 0;
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DOREPONCE(PS,"Kills")
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DOREPONCE(PS,"KillPlayerNum")
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end
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function UGCPlayerState:ResetGame()
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self.DamagedPlayerList = {};
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self.PlayerBenefit = {};
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--DOREPONCE(self, "DamagedPlayerList");
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DOREPONCE(self, "PlayerBenefit");
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end
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--[[
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function UGCPlayerState:GetAvailableServerRPCs()
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return
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end
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--]]
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return UGCPlayerState; |