538 lines
18 KiB
Lua
538 lines
18 KiB
Lua
---@class PlayerAccountInfo
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---@field UID int32
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---@field PlayerName string
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---@field TeamID int32
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---@field Gender bool
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---@field PlatformGender bool
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---@field PlayerLevel int32
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---@field SegmentLevel int32
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---@field IconURL string
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---@field AvatarBoxId int32
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---@alias IsSucceed bool
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---@class GameStatePlayerDatas
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---@field ArchiveData table<PlayerKey, any>
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---@field AccountInfo table<PlayerKey, PlayerAccountInfo>
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---@class ArchiveData
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---@field GameTimes int32 游戏次数
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---@field WinTimes int32 赢游戏次数
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---@class EUILayerGroup
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---@field Negative int32
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---@field Least int32
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---@field Bottom int32
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---@field Low int32
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---@field MainUI int32
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---@field Medium int32
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---@field High int32
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---@field Top int32
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---@field Toppest int32
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---@field Notice int32
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---@class FTimerDelegate
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---@class ItemData
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---@field ItemID int32
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---@field InstanceID int32
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---@field Count int32
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---@field Type int32
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---@field SubType int32
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---@field IsAvatar bool
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---@class BP_BuffManager
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---@alias ItemDataList table<int32, ItemData>
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---@class BuffAction
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---@field ApplyBuff fun(BuffType: int32, OwnerActor: AActor, ContinueTime: float, ...) 应用 Buff
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---@field RemoveBuff fun(BuffType: int32, OwnerActor: AActor, ContinueTime: float, ...) 应用 Buff
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---@field Vars any 各种数据
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---@class EBuffExecType Buff 执行类型
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---@field ByTimes int32 通过次数,次数为零的时候就删除该 Buff
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---@field ByDuration int32 通过时间,每隔一段时间就会执行一次
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---@field ByTimesAndDuration int32 同时存在次数限制和时间限制,次数到了就会结束,时间到了也会结束
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---@class BuffSingleItem
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---@field StartTime float 开始时间
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---@field EndTime float Buff结束时间
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---@field PlayerKey int32 拥有者的玩家 Key
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---@field BuffId int32 BuffId
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---@field Inst BuffAction Buff 对应执行的文件
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---@field Vars table|any 存放的数据
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---@class BuffItem
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---@field BuffId int32| string | any Buff ID
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---@field Items table<int32, BuffSingleItem> 所有Buff
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---@field ContinueTime float Buff持续时间
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---@field ContinueTimes int32 持续次数
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---@class NextUseBuffTimeStruct
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---@field StartTime float
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---@field EndTime float
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---@class TableItemBase
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---@field ItemName string
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---@field Desc string
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---@field WrapperClass string
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---@field SmallIcon string
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---@field BigIcon string
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---@field BigTexture UTexture2D
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---@field SmallTexture UTexture2D
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---@class WeaponTableItem : TableItemBase
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---@field ItemSubId int32
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---@field TypeNew EWeaponTypeNew 类型
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---@field IconPath string
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---@field Enable bool
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---@class TypeNameItem
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---@field Chinese string
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---@field English string
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---@class WeaponTypeNameItem : TypeNameItem
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---@field SubId string
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---@class WeaponPartItem
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---@field ID int32
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---@field Name string
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---@field Desc string
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---@field Type EWeaponPartType
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---@field Alias string
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---@field Icon string
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---@field IconTexture UTexture2D
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---@class AmmoTableItem
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---@field ItemName string
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---@field Desc string
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---@field Count int32
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---@field SmallIcon string
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---@class ItemId: int32
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---@class PlayerKey:uint32
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---@class TeamId: int32
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---@class PlayerPawn: UGCPlayerPawn_C
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---@class EUIType: int32
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---@class Vector: FVector
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---@class Vector3D: Vector
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---@class uint:uint32
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---@class int: int32
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---@class PlayerKeys: LuaTable[PlayerKey]<int, PlayerKey>
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---@class RoundInfo
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---@field CurrRoundTime int32 当前回合次数
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---@field RoundState RoundState 当前回合次数
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---@field RoundCountTime float 回合倒计时
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---@field RoundSettleCountTime float 回合结算倒计时
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---@class BuffActionInfoItem
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---@field Name string
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---@field Path string
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---@field EnableInit boolean
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---@class PlayerDamageItem
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---@field Damage float
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---@field PlayerKey PlayerKey
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---@class PlayerKDAItem
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---@field Kill int32
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---@field Dead int32
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---@field Assist int32
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---@alias PlayerKDAList table<PlayerKey, PlayerKDAItem>
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---@class PlayerKDAItem1:PlayerKDAItem
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---@field PlayerKey int32
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---@field Score float
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---@class HUDConfigItem
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---@field Path string
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---@field bShowOnce bool
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---@alias LuaTable:table
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---@class Timer 定时器类
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---@field InsertTimer fun(IntervalTime:float, Fun:fun(), IsLoop: bool):TimerHandler 添加定时器
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---@field RemoveTimer fun(Handle:TimerHandler) 移除定时器
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---@class GameplayStatics:UGameplayStatics
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---@class STExtraGameplayStatics: USTExtraGameplayStatics
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---@class FMiniMapInfo
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---@field MapPath string
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---@field MapCentre FVector
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---@field MapSize float
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---@field MapScale float
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---@class LevelItem
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---@field Icon string
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---@field IconSelect string
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---@field ShowName string
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---@field MapName string
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---@field MiniMapInfo FMiniMapInfo
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---@class CircleConfigItem
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---@field Delay float
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---@field Center FVector
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---@field Radius float
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---@field MoveTime float
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---@field Damage float
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---@class EMoveType
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---@field ROTATE int32
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---@field MOVE int32
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---@class FSyncLocation
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---@field Location FVector
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---@field Rotation FRotator
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---@class MovingActorInfo
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---@field MoveType EMoveType
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---@field Speed float 速度
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---@field Delay float 延迟时间
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---@field StartPos FVector 起始位置
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---@field StartRot FRotator 起始旋转
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---@field EndPos FVector 终点位置
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---@field CurrPos FVector 当前位置
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---@field CurrRot FRotator 当前旋转
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---@field DeltaPos FVector 每帧移动距离
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---@field StartMoveTime float 开 始移动时间(使用当前游戏时间作为开始) = CurrTime
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---@field TotalMoveTime float 全程移动时间(从起始点移动到终点的时间)
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---@field MoveTime float 当前已经移动的时间(从起始点到现在的时间) = CurrTime - StartMoveTime
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---@field IsMove bool 是否移动
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---@field MoveDirection FVector 移动方向(每秒的移动方向,注意:该值在默认范围 MovingActorsManager.FrameTime 内改变无效)
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---@field Rotation FRotator 旋转方向(每秒旋转的方向)
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---@field Func fun(Actor: AActor, DeltaTime: float):bool, FVector, FRotator, bool 当前函数
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---@class PlayerKDA_DamageItem
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---@field Damage float
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---@field KDA PlayerKDAItem1
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---@field PlayerKey int32
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---@class FBuffAction
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---@field GetOwnerPawn fun():UGCPlayerPawn_C
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---@field LuaDoAction fun():boolean
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---@field LuaUndoAction fun():boolean
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---@field LuaResetAction fun():boolean
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---@field LuaUpdateAction fun(DeltaSeconds:float):boolean
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---@class EWeaponTypes
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---@field Melee int32 近战
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---@field Sniper int32 狙击枪
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---@field Rifle int32 步枪
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---@field SubmachineGun int32 冲锋枪
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---@field MachineGun int32 机枪
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---@field Pistol int32 手枪
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---@field Special int32 特殊武器
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---@class EWeaponPartType
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---@field Best int32 最好的
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---@field Muzzle int32 枪口
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---@field Grip int32 握把
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---@field Telescope int32 瞄准镜
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---@field Magazine int32 弹匣
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---@field ButtStock int32 枪托
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---@class EBombType 炸弹类型
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---@field Grenade int32 手榴弹
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---@field FireBomb int32 燃烧弹
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---@field StunGrenade int32 震爆弹
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---@field SmokeBomb int32 烟雾弹
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---@class PlayerAttributeItem
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---@field MaxHealth float 最大血量,这个是 百分比
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---@field Damage float 伤害乘积,产生的伤害会 * 这个数 也是百分比
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---@field BodySize float 体型 也是百分比
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---@field Speed float 速度 百分比
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---@field Shield float 伤害减免 具体值
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---@class EWeaponIdType 武器 ID 类型
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---@field Rifle int32 步枪
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---@field Submachine int32 冲锋枪
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---@field Sniper int32 狙击枪
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---@field ShotGun int32 霰弹枪
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---@field MachineGun int32 机枪
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---@field Pistol int32 手枪
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---@field RPG int32 RPG
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---@field Melee int32 近战武器
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---@field Special int32 特殊武器
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---@class ECustomItemType
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---@field Weapon int32 武器
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---@field Part int32 配件
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---@field Bullet int32 子弹
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---@field Equipment int32 装备
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---@field Skin int32 皮肤
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---@field Supplies int32 补给品
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---@class PlayerInitEquipmentItem
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---@field ItemName string|int32
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---@field ItemCount int32
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---@field ItemCount int32
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---@class SceneObjItem
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---@field IsLimit bool 是否开启限制;不开启限制每一个 Item 都会有一个
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---@field RefreshTime float 刷新的时间
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---@field TotalCount float 当前的数量,如果是 > 1 的,那么就按照这个整数来计算,如果是 <= 1 的,那么就按 百分比 来计算
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---@field EventType int32
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---@field MinLimit int32 场景上最小限制数,当百分比低于这个的时候按这个计数
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---@field Enable bool 是否启用,如果不启用,那么直接删除
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---@class ESceneObjType
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---@field Buff int32
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---@field Weapon int32
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---@field Supply int32
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---@class EPawnBenefitType
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---@field Health int32
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---@field Damage int32
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---@field Speed int32
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---@field Jump int32
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---@field MaxHealth int32
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---@field BodySize int32
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---@field Energy int32
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---@class EGameProgress
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---@field NON_START int32
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---@field PREPARE int32
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---@field GAMING int32
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---@field ENDED int32
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---@class EDamage_KDA_SortRule 排序
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---@field Damage int32 伤害排序
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---@field Kill int32 击杀排序
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---@field KDA int32 KDA 排序
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---@field KDA_Damage int32 KDA 和伤害 排序
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---@field Custom int32 自定义排序
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---@class ESceneObjectType
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---@field Count int32
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---@field Percent int32
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---@class ESupplyType
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---@field Drink int32
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---@field Injection int32
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---@field Pills int32
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---@field Bandage int32
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---@field FirstAid int32
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---@field FirstAidbox int32
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---@class VehicleItemInfo
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---@field Name string
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---@field Path string
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---@class MoveItemScriptBase
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---@field MoveLength float
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---@field Init fun()
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---@field Move fun(InActor:AActor, InDeltaTime:float, InTimeInterval:float):FVector
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---@field Rotate fun(InActor:AActor, InDeltaTime:float, InTimeInterval:float):FRotator
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---@field GetStaticMeshString fun():string, FTransform
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---@class MachineItemScriptBase
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---@field bEnableMachine bool 是否启动
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---@field bEnableTick bool 是否启动
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---@field Init fun()
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---@field Execute fun(InPawn:UGCPlayerPawn_C)
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---@field Tick fun(dt:float, st:float)
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---@field Exit fun(InPawn:UGCPlayerPawn_C)
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---@field ToString fun():string
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---@field SetEnable fun():string
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---@class MiniGameManager
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---@class MiniGameMapType
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---@alias PlayerControllerList table<int32, UGCPlayerController_C>
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---@alias PlayerPawnList table<int32, UGCPlayerPawn_C>
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---@alias PlayerStateList table<int32, UGCPlayerState_C>
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---@class MiniGameMode
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---@field Owner MiniGameManager
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---@field MapIndex int32
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---@field CreateTime float
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---@field bGameEnd bool
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---@field bCanRespawn bool
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---@field State MiniGameState
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---@field Init fun(MiniGameManager:FMiniGameManager, ...) SC 游戏初始化执行函数,后面的参数是通过 Config 参数列表中传入的
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---@field OnPrepare fun() SC 游戏初始化执行函数
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---@field OnPrepareEnd fun() SC 游戏准备阶段结束,开始小游戏
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---@field OnTick fun(InDeltaTime:float, InServerTime:float) Tick 函数
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---@field OnAlready fun() SC 地图加载完成
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---@field SetState fun(InState:MiniGameState) S 设置游戏进程时可以执行的操作
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---@field OnRoundStart fun(InTimes:int32) SC 游戏回合开始准备
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---@field OnRoundFormalStart fun(InTimes:int32, InTime:float) SC 游戏回合开始准备
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---@field OnRoundEnd fun(InTimes:int32, Winner:int32, InTime:float) SC 回合结束,进入回合结算阶段
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---@field GetRoundWinner fun(InTimes:int32) SC 获取本回合胜利者
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---@field GetMiniInfo fun(InName:string) SC 获取内部数据
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---@field GetScore fun():table<PlayerKey, float> SC 获取游戏分数
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---@field OnGameEnd fun(Scores:table<PlayerKey, float>) SC 游戏结束
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---@field SelectPlayerStart fun(PlayerStartList:table<TeamId, table<int32, APlayerStart>>, Controller:UGCPlayerController_C) S 选择玩家出生点,如果不选择,会使用默认选择方式
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---@field OnPlayerPossessed fun(Pawn:UGCPlayerPawn_C, NewController:UGCPlayerController_C) SC 当玩家被控制
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---@field OnPawnInit fun(Pawn:UGCPlayerPawn_C, Weapons:table<int32, WeaponInfo>|nil) SC 玩家初始化操作
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---@field OnPlayerTakeDamage fun(DamagedActor:UGCPlayerPawn_C, Damage:float, DamageType:EDamageType, EventInstigator:UGCPlayerController_C) S 玩家修改伤害函数
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---@field BPReceiveDamage fun(DamagedActor:UGCPlayerPawn_C, Damage:float, DamageType:EDamageType, InstigatedBy:UGCPlayerController_C, DamageCauser:AActor) SC 玩家接收到伤害函数
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---@field OnPlayerDead fun(DeadPlayerKey:PlayerKey, KillerPlayerKey:PlayerKey) SC 当玩家死亡
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---@field OnPlayerRespawn fun(InPlayerKey:PlayerKey) SC 当玩家重生
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---@field OnPlayerLeave fun(InPlayerKey:PlayerKey) S 当玩家退出时
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---@field OnPlayerGetWeapon fun(Pawn:UGCPlayerPawn_C, Weapon:ASTExtraWeapon) S 当玩家使用武器的时候
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---@field OnWeaponBulletHit fun(Pawn:UGCPlayerPawn_C, ShootWeapon:ASTExtraShootWeapon, Bullet:ASTExtraShootWeapon, HitInfo:FHitResult) S 当玩家使用武器的时候
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---@field OnRep_State fun(InOld:MiniGameState) C 当改变属性的时候执行
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---@field OnRep_RoundTimes fun(InOld:float) C 当改变属性的时候执行
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---@field OnRep_xxx fun(InOld:any) C 当改变属性的时候执行
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---@class FMiniGameMapIndex: int32
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---@class UNewButton:UButton
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---@class UNewCheckBox:UCheckBox
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---@class FMiniGameManager 游戏模式管理器,需要引入 GlobalTickTool 文件
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---@field SelectMaps table<int32, FMiniGameMapIndex> 当前所有玩家选择的地图
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---@field Owner UGCGameState_C 默认是 GameSate,如果不是可以在具体实例里面实现对应方法
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---@field GameConfig table<any> 游戏配置,对应着 MiniGameConfig[self.CurrSelectMap]
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---@field CurrMiniMode MiniGameMode 当前小玩法的具体实现,统一入口出口管理
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---@field TargetMiniGameCount int32 目标小游戏数量,低于这个数量会自动添加到这个数量
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---@field State MiniGameState 模式状态,可以在本实例和 CurrMiniMode 中获取
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---@field PlayerData table<PlayerKey, any> 玩家数据
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---@field MiniInfo table<int32, any> 小游戏需要同步的数据,会自动执行 OnRep_xxx 函数,TODO 后续把这个抽出来单独作为一个类实现
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---@field ReceiveBeginPlay fun() SC
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---@field OnTick fun(InDeltaTime:float, InServerTime:float 服务器时间) SC tick 函数
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---@field OnClientAlready fun() 客户端准备就绪
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---@field ChangeTime fun(InTime:float) S 由于全局倒计时只有一个时间(所有状态互斥),因此可以改变任意流程的倒计时
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---@field OnGameActive fun() SC 游戏初始化(不需要用它,太早)
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---@field OnGameStart fun() SC 游戏正式开始(在准备地图结束后会执行)
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---@field OnBeforeGameStart fun(InTime:int32) S 在游戏开始前每秒执行一次
|
||
---@field OnGameEnd fun() SC 会自动执行结算模式,在此处是 GameEnd
|
||
---@field LoadMiniGame fun(InMiniType:FMiniGameMapIndex) SC 加载服务器客户端的单个玩法,如果单个玩法加载失败,则会循环下一个加载,直到所有已选择的玩法加载完成或者全部失败
|
||
---@field UnLoadMiniGame fun() SC 卸载玩法
|
||
---@field OnMiniGameTimeCount fun(InVal: float) SC 玩法倒计时(全局只有这一个倒计时)
|
||
---@field OnMiniGameEnd fun() 玩法结束
|
||
---@field OnMiniGameSwitch fun() 玩法切换
|
||
---@field SetRoundTimes fun(InTimes:float) SC 设置回合数
|
||
---@field OnRep_RoundTimes fun(InOld:int32) 回合数客户端同步回调
|
||
---@field OnRep_State fun(InOld:FMiniGameMapIndex) 状态客户端同步回调
|
||
---@field SetMiniInfo fun() 设置同步 MiniInfo
|
||
---@field SetGameInfo fun(InName:string, InInfo:any) 设置游戏数据
|
||
---@field SendRPC fun(InRPCName:string, ...:vararg) SC 发送RPC,传入函数会自动导到对应函数名的函数上
|
||
---@field OnPrepareEnd fun() SC 准备结束
|
||
---@field GetReplicatedProperties fun():string,string,string,vararg SC 获取需要同步的变量
|
||
---@field MakeRepProps fun() SC 组装 Props,别用
|
||
|
||
|
||
---@alias String string
|
||
---@alias Object UObject
|
||
---@alias Rotator FRotator
|
||
---@alias Class UClass
|
||
---@alias Controller AController
|
||
---@alias TArray table
|
||
---@alias LuatTable table
|
||
---@alias LuaTable table
|
||
---@alias Float float
|
||
---@alias STExtraWeapon ASTExtraShootWeapon
|
||
---@alias WeaponManagerComponent UWeaponManagerComponent
|
||
---@alias PlayerController UGCPlayerController_C
|
||
|
||
|
||
---@class EBuffState
|
||
---@field None int32
|
||
---@field Using int32
|
||
---@field Cooling int32
|
||
|
||
|
||
---@class FBuffConfigItem
|
||
---@field Name string
|
||
---@field Script string
|
||
---@field Desc string
|
||
---@field Icon string
|
||
---@field Continue float 如果是 -1, 那么就是永久的,如果是 nil,就是添加的时候执行的;如果是 0 表示没有持续时间,如果 > 0, 表示当前是持续执行这么长时间的
|
||
---@field Cooldown float 如果 >0 表示有这么长时间的冷却,该值只在 Stack <= 1 或者 == nil 的时候有用;否则不起作用
|
||
---@field Params table<any> 参数:可以传入内部的参数,可以
|
||
|
||
|
||
---@class SlateBlueprintLibrary:USlateBlueprintLibrary
|
||
|
||
|
||
---@class WidgetLayoutLibrary:UWidgetLayoutLibrary
|
||
|
||
|
||
---@class PoisonConfigItem
|
||
---@field delaytime float 延迟时间,当倒计时结束的时候会显示提示,提示结束之后才会开始刷圈
|
||
---@field SafeZoneAppeartime float 刷圈前的时间
|
||
---@field lasttime float 刷圈时间
|
||
---@field blueradius float 蓝圈半径
|
||
---@field whiteradius float 白圈半径
|
||
---@field pain float 伤害
|
||
|
||
|
||
---@class ManagerBase
|
||
---@field OnClientAlready fun()
|
||
---@field OnMapLoadComplete fun()
|
||
---@field OnPlayerLogin fun(InPlayerKey:PlayerKey)
|
||
---@field OnPlayerLeave fun(InPlayerKey:PlayerKey)
|
||
---@field OnPawnInit fun(Pawn:UGCPlayerPawn_C)
|
||
---@field OnPlayerTakeDamage fun(DamagedActor:UGCPlayerPawn_C, Damage:float, DamageType:EDamageType, EventInstigator:UGCPlayerController_C)
|
||
---@field OnPlayerDead fun(DeadPlayerKey:PlayerKey, KillerPlayerKey:PlayerKey)
|
||
---@field BPReceiveDamage fun(DamagedActor:UGCPlayerPawn_C, Damage:float, DamageType:EDamageType, InstigatedBy:UGCPlayerController_C, DamageCauser:AActor)
|
||
---@field OnPlayerRespawn fun(InPlayerKey:PlayerKey)
|
||
---@field OnPlayerPossessed fun(Pawn:UGCPlayerPawn_C, NewController:UGCPlayerController_C)
|
||
---@field OnPlayerPickup fun(PlayerController:UGCPlayerController_C, Target:AActor, ItemID:int32, Count:int32)
|
||
---@field OnPlayerGetWeapon fun(InPawn:UGCPlayerPawn_C, Weapon:ASTExtraWeapon)
|
||
---@field OnWeaponBulletHit fun(InPawn:UGCPlayerPawn_C, ShootWeapon:ASTExtraShootWeapon, Bullet:AProjectileBulletBase, HitInfo:FHitResult)
|
||
---@field OnPlayerShoot fun(InPawn:UGCPlayerPawn_C, ShootWeapon:ASTExtraShootWeapon, BulletID:int32)
|