57 lines
2.0 KiB
Lua
57 lines
2.0 KiB
Lua
local BuffAction_DefenceChange = {
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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 = "全队玩家收到安全区外伤害降低";
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PlayerKey = {};
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}
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function BuffAction_DefenceChange:ApplyBuff(BuffTag, ValidPawn, IsEnablePoison, InDefence)
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local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(ValidPawn.PlayerKey);
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PC.EnablePoison = IsEnablePoison;
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if IsEnablePoison then
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self:ApplyFunc(ValidPawn, InDefence, true);
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self.PlayerKey = {};
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local Pawns = UGCGameSystem.GetAllPlayerPawn();
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for i, v in pairs(Pawns) do
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if UE.IsValid(v) and v:IsAlive() then
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self.PlayerKey[#self.PlayerKey + 1] = v.PlayerKey;
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end
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end
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end
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return true
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end
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function BuffAction_DefenceChange:RemoveBuff(BuffTag, SelfPawn, IsEnablePoison, InDefence)
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if not UE.IsValid(SelfPawn) then
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return
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end
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local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(SelfPawn.PlayerKey);
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PC.EnablePoison = true;
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if InDefence then
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self:ApplyFunc(SelfPawn, InDefence, false);
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end
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end
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function BuffAction_DefenceChange:ApplyFunc(SelfPawn, InDefence, 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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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', InDefence * Pawn:GetParam('Strong'))
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else
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Pawn:SetParam('Strong', Pawn:GetParam('Strong') / InDefence);
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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_DefenceChange:GetBenefitPlayer()
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return self.PlayerKey;
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end
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return BuffAction_DefenceChange; |