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

50 lines
1.2 KiB
Lua

---@class BP_BlockFloor_C:AActor
---@field Plane UStaticMeshComponent
---@field DefaultSceneRoot USceneComponent
--Edit Below--
local BP_BlockFloor = {};
function BP_BlockFloor:ReceiveBeginPlay()
self.SuperClass.ReceiveBeginPlay(self);
if UGCGameSystem.IsServer() then
UGCEventSystem.AddListener(EventEnum.UpdateBlockFloorCollision, self.UpdateBlockFloorCollision , self)
end
end
function BP_BlockFloor:UpdateBlockFloorCollision(IsBlock)
self.Plane:SetCollisionEnabled(IsBlock and ECollisionEnabled.QueryAndPhysics or ECollisionEnabled.NoCollision)
if UGCGameSystem.IsServer() then
UGCSendRPCSystem.ActorRPCNotify(nil, self, "UpdateBlockFloorCollision", IsBlock)
end
end
--[[
function BP_BlockFloor:ReceiveTick(DeltaTime)
self.SuperClass.ReceiveTick(self, DeltaTime);
end
--]]
function BP_BlockFloor:ReceiveEndPlay()
if UGCGameSystem.IsServer() then
UGCEventSystem.RemoveListener(EventEnum.UpdateBlockFloorCollision, self.UpdateBlockFloorCollision , self)
end
self.SuperClass.ReceiveEndPlay(self);
end
--[[
function BP_BlockFloor:GetReplicatedProperties()
return
end
--]]
--[[
function BP_BlockFloor:GetAvailableServerRPCs()
return
end
--]]
return BP_BlockFloor;