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

69 lines
1.4 KiB
Lua

---@class BP_BoltBase_C:BP_Ammo_Bolt_Pickup_C
--Edit Below--
---@type APickUpWrapperActor
local BP_BoltBase = {};
BP_BoltBase.BoltType = 0;
function BP_BoltBase:ReceiveBeginPlay()
self.SuperClass.ReceiveBeginPlay(self);
--self.UGC_PickUpWrapperDestroyDelegate:Add()
end
--- 子类继承用
---@vararg table
function BP_BoltBase:new(Config)
if Config == nil then
return setmetatable(
{
BoltType = 0,
}, {
__index = self,
__metatable = self,
});
else
return setmetatable(
{
BoltType = Config.BoltType == nil and 0 or Config.BoltType,
}, {
__index = self,
__metatable = self,
});
end
end
function BP_BoltBase:SetBoltType(InType)
self.BoltType = InType;
DOREPONCE(self, "BoltType");
end
function BP_BoltBase:OnRep_BoltType()
UGCLogSystem.Log("[BP_BoltBase:OnRep_BoltType] BoltType = %d", self.BoltType);
-- 显示特效
--GameplayStatics.SpawnEmitterAtLocation(self, TargetObject, Location, VectorHelper.RotZero(), VectorHelper.ScaleOne(), false);
end
--[[
function BP_BoltBase:ReceiveTick(DeltaTime)
self.SuperClass.ReceiveTick(self, DeltaTime);
end
--]]
--[[
function BP_BoltBase:ReceiveEndPlay()
self.SuperClass.ReceiveEndPlay(self);
end
--]]
function BP_BoltBase:GetReplicatedProperties()
return { "BoltType", "Lazy" }
end
--[[
function BP_BoltBase:GetAvailableServerRPCs()
return
end
--]]
return BP_BoltBase;