66 lines
2.6 KiB
Lua
66 lines
2.6 KiB
Lua
local BuffActionBase = require('Script.Global.BuffSystem.BuffActionBase')
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local BuffAction_RespiratoryRecovery = setmetatable(
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{
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-- Param ---------------------------
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-- 每秒恢复量
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ReplyPerSecond = 10.;
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-- 受击延迟恢复
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WaitAddHealthTime = 3.;
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-- Param End -----------------------
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-- 恢复频率
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AddHealthFrequency = 10;
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UpdateAddTime = 0;
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},
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{ __index = BuffActionBase, __metatable = BuffActionBase }
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);
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function BuffAction_RespiratoryRecovery:LuaDoAction()
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BuffActionBase.LuaDoAction(self)
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if not UGCGameSystem.IsServer() then return true end
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UGCLogSystem.Log("[BuffAction_RespiratoryRecovery_LuaDoAction]Params:%s, %s", self.ReplyPerSecond, self.WaitAddHealthTime)
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-- 绑定Event传入的self可能有点问题,需要与存储OwnerPawn才能获取到正确的OwnerPawn
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UGCEventSystem.AddListener(EventEnum.PlayerInjuryInfo, self.PlayerInjuryInfo, self)
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-- 启用Tick
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self:EnableTick()
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end
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function BuffAction_RespiratoryRecovery:LuaUndoAction()
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BuffActionBase.LuaUndoAction(self)
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if not UGCGameSystem.IsServer() then return true end
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UGCLogSystem.Log("[BuffAction_RespiratoryRecovery_LuaUndoAction]")
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UGCEventSystem.RemoveListener(EventEnum.PlayerInjuryInfo, self.PlayerInjuryInfo, self)
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end
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function BuffAction_RespiratoryRecovery:LuaUpdateAction(DeltaSeconds)
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BuffActionBase.LuaUpdateAction(self, DeltaSeconds)
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if not UGCGameSystem.IsServer() then return true end
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self.UpdateAddTime = self.UpdateAddTime + DeltaSeconds
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if self.UpdateAddTime >= (1. / self.AddHealthFrequency) then
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self.UpdateAddTime = self.UpdateAddTime - 1. / self.AddHealthFrequency
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self:AddPlayerHealth()
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end
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return true
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end
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function BuffAction_RespiratoryRecovery:PlayerInjuryInfo(VictimKey)
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if UE.IsValid(self:GetOwnerPawn()) and self:GetOwnerPawn():IsAlive() then
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if VictimKey == self:GetOwnerPawn().PlayerKey then
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self.PlayerVictimTime = UGCSystemLibrary.GetGameTime()
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UGCLogSystem.Log("[BuffAction_RespiratoryRecovery_PlayerInjuryInfo] Succeed")
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end
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end
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end
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function BuffAction_RespiratoryRecovery:AddPlayerHealth()
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local NowTime = UGCSystemLibrary.GetGameTime()
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if UE.IsValid(self:GetOwnerPawn()) and self:GetOwnerPawn():IsAlive()
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and (self.PlayerVictimTime == nil or (NowTime - self.PlayerVictimTime >= self.WaitAddHealthTime)) then
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UGCPawnAttrSystem.SetHealth(self:GetOwnerPawn(), UGCPawnAttrSystem.GetHealth(self:GetOwnerPawn()) + self.ReplyPerSecond / self.AddHealthFrequency)
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end
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end
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return BuffAction_RespiratoryRecovery; |