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

46 lines
1.2 KiB
Lua

-- Script.Global.BuffSystem.BuffAction.BuffAction_Sensing
local BuffActionBase = require('Script.Global.BuffSystem.BuffActionBase')
local BuffAction_Sensing = setmetatable(
{
-- 检测距离 m
Range = 80.;
NowWeapon = nil
},
{ __index = BuffActionBase, __metatable = BuffActionBase }
);
function BuffAction_Sensing:LuaDoAction()
BuffActionBase.LuaDoAction(self)
UGCLogSystem.Log("[BuffAction_Sensing_LuaDoAction]")
if UGCGameSystem.IsServer() then
local OwnerPawn = self:GetOwnerPawn()
if OwnerPawn and OwnerPawn.PlayerKey then
UGCSendRPCSystem.ClientShowUI(OwnerPawn.PlayerKey, WidgetConfig.EUIType.TraceEnemy, true, false, self.Range)
end
else
if self:GetOwnerPawn() == UGCSystemLibrary.GetLocalPlayerPawn() then
WidgetManager.ShowPanel(WidgetConfig.EUIType.TraceEnemy, false, self.Range)
end
end
end
function BuffAction_Sensing:LuaUndoAction()
BuffActionBase.LuaUndoAction(self)
if UGCGameSystem.IsServer() then return true end
UGCLogSystem.Log("[BuffAction_Sensing_LuaUndoAction]")
end
function BuffAction_Sensing:UpdateGunRateOfFire(WeaponGun)
end
return BuffAction_Sensing;