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

72 lines
2.5 KiB
Lua

---@class BP_TrackPlayer_C:BP_TriggerMechanismBase_C
---@field P_TrackPlayer UParticleSystemComponent
---@field CG019_NewCity_Device UStaticMeshComponent
---@field TrackWidgetClass UClass
--Edit Below--
---@type BP_TrackPlayer_C
local MechanismBase = require('Script.Blueprint.MechanismActor.BP_TriggerMechanismBase')
local BP_TrackPlayer = setmetatable(
{
TrackPlayers = {};
TrackActors = {};
},
{
__index = MechanismBase,
__metatable = MechanismBase
}
);
function BP_TrackPlayer:ReceiveBeginPlay()
self.SuperClass.ReceiveBeginPlay(self);
MechanismBase.MechanismBeginPlay(self)
self:SetMechanismType(MechanismConfig.TriggerMechanismType.TrackPlayer)
if UGCGameSystem.IsServer() then
UGCLogSystem.Log("[BP_TrackPlayer_ReceiveBeginPlay] 1")
local AllTrackWidget = ScriptGameplayStatics.GetActorsOfClass(self, self.TrackWidgetClass)
for i = 1 + #AllTrackWidget, GlobalConfigs.GameModeSetting.TeamNeedPlayerNum do
self.TrackActors[#self.TrackActors + 1] = UGCGameSystem.SpawnActor(self, self.TrackWidgetClass, VectorHelper.VectorZero(), VectorHelper.RotZero(), VectorHelper.ScaleOne(), self)
UGCLogSystem.Log("[BP_TrackPlayer_ReceiveBeginPlay] 2")
end
end
end
function BP_TrackPlayer:ReceiveEndPlay()
self:MechanismEndPlay()
self.SuperClass.ReceiveEndPlay(self);
end
function BP_TrackPlayer:Trigger(InTriggeredPlayer, InTriggerDevice, InEnergyValue)
MechanismBase.Trigger(self, InTriggeredPlayer, InTriggerDevice, InEnergyValue)
self.TrackPlayers = UGCTeamSystem.GetOtherTeamPlayerKeys(UGCPlayerStateSystem.GetTeamID(InTriggeredPlayer))
for i = 1, #self.TrackPlayers do
if self.TrackActors[i] then
self.TrackActors[i]:SetTrackPlayerKey(self.TrackPlayers[i])
else
UGCLogSystem.LogError("[BP_TrackPlayer_Trigger] TargetActors 数量不足 #TrackPlayers:%s", (#self.TrackPlayers))
break
end
end
end
function BP_TrackPlayer:CloseMechanism()
MechanismBase.CloseMechanism(self)
for i, TrackActor in pairs(self.TrackActors) do
TrackActor:SetTrackPlayerKey(-1)
end
end
function BP_TrackPlayer:EnableClientTriggerEffects()
MechanismBase.EnableClientTriggerEffects(self)
self.P_TrackPlayer:SetActive(true, true)
end
function BP_TrackPlayer:DisableClientTriggerEffects()
MechanismBase.DisableClientTriggerEffects(self)
self.P_TrackPlayer:SetActive(false, false)
end
return BP_TrackPlayer;