75 lines
2.0 KiB
Lua
75 lines
2.0 KiB
Lua
---@class SkillAction_SpawnActor_C:UAESkillActionBP
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---@field DefaultActorClass UClass
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---@field AlignToPlayer bool
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---@field RelativeTF FTransform
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---@field TargetTF FTransform
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--Edit Below--
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local SkillAction_SpawnActor = {
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}
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function SkillAction_SpawnActor:ReceiveBeginPlay()
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SkillAction_SpawnActor.SuperClass.ReceiveBeginPlay(self)
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end
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function SkillAction_SpawnActor:ReceiveTick(DeltaTime)
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SkillAction_SpawnActor.SuperClass.ReceiveTick(self, DeltaTime)
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end
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function SkillAction_SpawnActor:ReceiveEndPlay()
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SkillAction_SpawnActor.SuperClass.ReceiveEndPlay(self)
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end
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--Action开始执行调用
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function SkillAction_SpawnActor:OnRealDoAction()
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local OwnerPawn = self:GetOwnerPawn()
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if UE.IsValid(OwnerPawn) then
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if self.AlignToPlayer then
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self.TargetTF.Translation = VectorHelper.Add(OwnerPawn:K2_GetActorLocation(), self.RelativeTF.Translation)
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self.TargetTF.Rotation = self.RelativeTF.Rotation
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self.TargetTF.Scale3D = VectorHelper.Mul(self.TargetTF.Scale3D, OwnerPawn:GetActorScale3D())
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end
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local TargetActor = UGCGameSystem.SpawnActor(UGCGameSystem.GameState, self.DefaultActorClass, self.TargetTF.Translation, self.TargetTF.Rotation, self.TargetTF.Scale3D)
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if TargetActor["SetOwnerPlayerPawn"] then
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TargetActor:SetOwnerPlayerPawn(OwnerPawn)
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UGCLogSystem.Log("[SkillAction_SpawnActor_OnRealDoAction] Succeed")
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end
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UGCLogSystem.Log("[SkillAction_SpawnActor_OnRealDoAction] Finish")
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else
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UGCLogSystem.LogError("[SkillAction_SpawnActor_OnRealDoAction] OwnerPawn is not Valid.")
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end
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return true
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end
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--技能执行完毕调用
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function SkillAction_SpawnActor:OnReset()
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return true
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end
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--Action每一帧调用
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function SkillAction_SpawnActor:OnUpdateAction(DeltaSeconds)
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return true
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end
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--[[
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function SkillAction_SpawnActor:GetReplicatedProperties()
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return
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end
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--]]
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--[[
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function SkillAction_SpawnActor:GetAvailableServerRPCs()
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return
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end
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--]]
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return SkillAction_SpawnActor |