80 lines
1.6 KiB
Lua
80 lines
1.6 KiB
Lua
---@class BP_BuffBase_C:AActor
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---@field Capsule UCapsuleComponent
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---@field DefaultSceneRoot USceneComponent
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--Edit Below--
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---@type BP_BuffBase_C
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local BP_BuffBase = {};
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BP_BuffBase.BuffType = 0;
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--function BP_BuffBase:ReceiveBeginPlay()
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-- self.SuperClass.ReceiveBeginPlay(self);
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--end
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function BP_BuffBase:new(Config)
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if Config == nil then
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return setmetatable(
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{
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BuffType = 0;
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},
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{
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})
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end
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end
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function BP_BuffBase:LuaInit()
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self.Capsule.OnComponentBeginOverlap:Add(self.OnCapsuleBeginOverlap, self)
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self.Capsule.OnComponentEndOverlap:Add(self.OnCapsuleEndOverlap, self);
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end
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---@param OtherActor UGCPlayerPawn_C
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function BP_BuffBase:OnCapsuleBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult)
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if IsServer then
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if UE.IsPlayerPawn(OtherActor) then
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-- 给他上强度
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GameState:MiniFunc("PlayerAddBolt", self.BuffType);
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self.BuffType = 0;
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DOREPONCE(self, "BuffType");
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end
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end
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end
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function BP_BuffBase:OnCapsuleEndOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex)
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end
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---@param InPawn UGCPlayerPawn_C
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function BP_BuffBase:OnPlayerIn(InPawn)
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-- 直接给玩家添加上
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end
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function BP_BuffBase:PlayerAddBuff()
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end
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--[[
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function BP_BuffBase:ReceiveTick(DeltaTime)
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self.SuperClass.ReceiveTick(self, DeltaTime);
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end
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--]]
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--[[
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function BP_BuffBase:ReceiveEndPlay()
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self.SuperClass.ReceiveEndPlay(self);
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end
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--]]
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--[[
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function BP_BuffBase:GetReplicatedProperties()
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return
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end
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--]]
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--[[
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function BP_BuffBase:GetAvailableServerRPCs()
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return
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end
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--]]
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return BP_BuffBase; |