UGCProjects/BreakThrough/Script/Global/BuffSystem/BuffAction/BuffAction_InfiniteBullets.lua
2025-01-04 23:00:19 +08:00

31 lines
903 B
Lua

local BuffActionBase = require('Script.Global.BuffSystem.BuffActionBase')
local BuffAction_InfiniteBullets = setmetatable(
{},
{ __index = BuffActionBase, __metatable = BuffActionBase }
);
function BuffAction_InfiniteBullets:LuaDoAction()
BuffActionBase.LuaDoAction(self)
if not UGCGameSystem.IsServer() then return true end
UGCLogSystem.Log("[BuffAction_InfiniteBullets_LuaDoAction]")
local OwnerPawn = self:GetOwnerPawn()
if UE.IsValid(OwnerPawn) then
for i, v in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(OwnerPawn, v)
if UE.IsValid(Weapon) then
UGCGunSystem.EnableInfiniteBullets(Weapon, true);
end
end
end
end
--function BuffAction_InfiniteBullets:LuaUndoAction()
-- self.BuffActionBase.LuaUndoAction(self)
--end
return BuffAction_InfiniteBullets;