85 lines
2.3 KiB
Lua
85 lines
2.3 KiB
Lua
---@class UGCPlayerController_C:BP_UGCPlayerController_C
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--Edit Below--
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require('Script.Global.Global');
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---@type UGCPlayerController_C
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local UGCPlayerController = {};
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function UGCPlayerController:ReceiveBeginPlay()
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self.SuperClass.ReceiveBeginPlay(self);
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GlobalInit.InitGlobalVar()
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if IsClient then
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WidgetManager:Init(self);
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if not DefaultSettings.EnableAutoPickUp then UITool.HidePickUpPanel(); end
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UGCEventSystem.SetTimer(self, function()
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WidgetManager:ShowPanel(WidgetConfig.EUIType.Main, false);
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end, 1);
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end
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-- 添加玩家死亡复活回调
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self.OnCharacterDeadDelegate:Add(self.OnCharacterDeath, self)
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end
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--function UGCPlayerController: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 UGCPlayerController:ReceiveEndPlay()
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self.SuperClass.ReceiveEndPlay(self);
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end
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--]]
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--function UGCPlayerController:GetReplicatedProperties()
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-- return;
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--end
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function UGCPlayerController:GetAvailableServerRPCs()
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return "Test_Func"
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end
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--- 重置游戏
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function UGCPlayerController:ResetGame()
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local PlayerState = UGCGameSystem.GetPlayerStateByPlayerKey(self.PlayerKey)
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PlayerState:ResetGame();
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end
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---@param Character UGCPlayerPawn_C
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function UGCPlayerController:OnCharacterDeath(Character)
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UGCLogSystem.Log("[UGCPlayerController:OnCharacterDeath] 执行")
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end
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--- 设置能否移动
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function UGCPlayerController:SetCanMove(IsCan)
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self:SetCinematicMode(not IsCan, false, false, true, false);
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end
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-------------------------------- MINI GAME --------------------------------
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function UGCPlayerController:MiniFunc(InFuncName, ...)
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GameState:MiniFunc(InFuncName, self.PlayerKey, ...);
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end
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function UGCPlayerController:Test_MiniFunc(InFuncName, ...)
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GameState:MiniFunc("TestFunc", InFuncName, self.PlayerKey, ...);
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end
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-------------------------------- 测试 --------------------------------
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function UGCPlayerController:Test_Func(InFuncName, ...)
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UGCLogSystem.Log("[UGCPlayerController:Test_Func] 执行 %s", InFuncName)
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self[InFuncName](self, ...)
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end
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function UGCPlayerController:Test_PlayerLeave()
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MiniGameManager:OnPlayerLeave(self.PlayerKey);
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end
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UGCPlayerController.IsSelfShow = true;
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function UGCPlayerController:HideSelf()
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local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(self.PlayerKey);
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Pawn:HiddenMySelf(self.IsSelfShow);
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self.IsSelfShow = not self.IsSelfShow;
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end
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return UGCPlayerController; |