42 lines
1.3 KiB
Lua
42 lines
1.3 KiB
Lua
local BuffAction_Strengthen = {
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BuffColor = { R = 0.4, G = 1., B = 0.1, A = 1. };
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BuffIconPath = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/BUFFIcon/T_AddHealth.T_AddHealth');
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BuffParticlePath = UGCGameSystem.GetUGCResourcesFullPath('Asset/FX/P_AddHealth.P_AddHealth');
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BuffDesc = "强化队友";
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PlayerKey = {};
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}
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function BuffAction_Strengthen:ApplyBuff(BuffTag, SelfPawn, InStrength)
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self.PlayerKey = {};
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self:ApplyFunc(SelfPawn, InStrength, true);
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return true
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end
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function BuffAction_Strengthen:RemoveBuff(BuffTag, SelfPawn, InStrength)
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self:ApplyFunc(SelfPawn, InStrength, false);
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end
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function BuffAction_Strengthen:ApplyFunc(SelfPawn, InStrength, IsAdd)
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local Pawns = UGCGameSystem.GetAllPlayerPawn();
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local TeamId = UGCPlayerStateSystem.GetTeamID(SelfPawn.PlayerKey);
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for Index, Pawn in pairs(Pawns) do
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if Pawn ~= nil and UE.IsValid(Pawn) and Pawn:IsAlive() then
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local PawnTeamId = UGCPlayerStateSystem.GetTeamID(Pawn.PlayerKey);
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if PawnTeamId == TeamId then
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if IsAdd then
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Pawn:SetParam('Strong', Pawn:GetParam('Strong') * InStrength);
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table.insert(self.PlayerKey, Pawn.PlayerKey);
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else
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Pawn:SetParam('Strong', Pawn:GetParam('Strong') / InStrength);
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end
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end
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end
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end
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end
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function BuffAction_Strengthen:GetBenefitPlayer()
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return self.PlayerKey;
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end
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return BuffAction_Strengthen; |