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

69 lines
1.6 KiB
Lua

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