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

90 lines
2.7 KiB
Lua

---@class BP_PlayerAddBuff_C:AActor
---@field P_Buff_Enable UParticleSystemComponent
---@field Capsule UCapsuleComponent
---@field BuffWidget2 UWidgetComponent
---@field BuffWidget UWidgetComponent
---@field Scene USceneComponent
---@field P_Buff UParticleSystemComponent
---@field DefaultSceneRoot USceneComponent
---@field RotatorSpeed float
---@field UpDownSpeed float
---@field HeightRange float
---@field ResetDelayTime float
---@field BuffID int32
--Edit Below--
---@type BP_PlayerAddBuff_C
local BP_PlayerAddBuff = {
IconBeginPositionZ = 150.;
EnableBuffPick = true;
};
function BP_PlayerAddBuff:ReceiveBeginPlay()
self.SuperClass.ReceiveBeginPlay(self);
if self:HasAuthority() then
self.Capsule.OnComponentBeginOverlap:Add(self.PlayerPickUpBuff, self)
else
self.IconBeginPositionZ = self.Scene:GetRelativeTransform().Translation.Z
self:UpdateWidgetIcon()
end
end
function BP_PlayerAddBuff:UpdateWidgetIcon()
self.BuffWidget:GetUserWidgetObject():UpdateIcon(self.BuffID)
self.BuffWidget2:GetUserWidgetObject():UpdateIcon(self.BuffID)
end
function BP_PlayerAddBuff:ReceiveTick(DeltaTime)
self.SuperClass.ReceiveTick(self, DeltaTime);
if self:HasAuthority() then
else
self.Scene:K2_AddLocalRotation({Pitch = 0., Yaw = DeltaTime * self.RotatorSpeed, Row = 0.})
local SceneRelativeZHeight = math.sin(KismetSystemLibrary.GetGameTimeInSeconds(self) * self.UpDownSpeed) * self.HeightRange
self.Scene:K2_SetRelativeLocation({X = 0., Y = 0., Z = self.IconBeginPositionZ + SceneRelativeZHeight})
end
end
function BP_PlayerAddBuff:PlayerPickUpBuff(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult)
if self.EnableBuffPick == false then
return
end
if OtherActor.PlayerKey then
--UGCGameSystem.GameState:PlayerAddBuff(OtherActor.PlayerKey, self.BuffID)
self.EnableBuffPick = false
UnrealNetwork.CallUnrealRPC_Multicast(self, "SetIconVisiblity", false)
UGCEventSystem.SetTimer(self,
function ()
self.EnableBuffPick = true
UnrealNetwork.CallUnrealRPC_Multicast(self, "SetIconVisiblity", true)
end,
self.ResetDelayTime
)
end
end
function BP_PlayerAddBuff:SetIconVisiblity(IsVis)
self.P_Buff:SetVisibility(not IsVis, false)
self.P_Buff_Enable:SetVisibility(IsVis, false)
self.Scene:SetVisibility(IsVis, true)
end
--[[
function BP_PlayerAddBuff:ReceiveEndPlay()
self.SuperClass.ReceiveEndPlay(self);
end
--]]
--[[
function BP_PlayerAddBuff:GetReplicatedProperties()
return
end
--]]
function BP_PlayerAddBuff:GetAvailableServerRPCs()
return
end
return BP_PlayerAddBuff;