初始化提交
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94
Content/Lua/GamePlay/Ability/Common/Pick.lua
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94
Content/Lua/GamePlay/Ability/Common/Pick.lua
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local Ability = {}
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local EBusyRoleState = import("EBusyRoleState")
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local ERoleMoveDirection = import("ERoleMoveDirection")
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local EBusyAnimationPhase = import("EBusyAnimationPhase")
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local KismetSystemLibrary = import("KismetSystemLibrary")
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local AbilitySystemBlueprintLibrary = import("AbilitySystemBlueprintLibrary")
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local GetGameplayTag = require("GamePlay.Utils").GetGameplayTag
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local item_pick_tag = "Change.LevelItem.Health"
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local role_pick_cost_health_tag = "Change.Role.Health"
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local role_pick_cost_hunger_tag = "Change.Role.Hunger"
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local function GetSelfPickConsume(item_id)
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end
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function Ability:ctor()
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self.target = nil
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self.pick_phase = nil
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self.delay_timer = nil
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self.event_data = nil
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end
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function Ability:K2_ActivateAbilityFromEvent(EventData)
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print("Pick Ability:K2_ActivateAbility")
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self.pick_phase = EBusyAnimationPhase.PrepareCast
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self:ProcessAbilityPhase()
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self.event_data = EventData
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self.target = EventData.Target
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end
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function Ability:K2_OnEndAbility()
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local owner = self:GetOwningActorFromActorInfo()
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if self.target:IsAlive() then
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owner:TryActiveAbility("Ability.Role.Pick", self.event_data)
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else
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owner.proxy.state = EBusyRoleState.PickFinished
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owner:UpdateRoleState()
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end
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end
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function Ability:ProcessAbilityPhase()
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local owner = self:GetOwningActorFromActorInfo()
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local Animation = owner["RoleAnimation"]
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Animation:PlayPickAnimation("Tree", Animation:GetMoveDirection(), self.pick_phase, 1.0)
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if self.delay_timer ~= nil then
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KismetSystemLibrary.K2_ClearTimerHandle(self, self.delay_timer)
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end
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if self.pick_phase == EBusyAnimationPhase.PrepareCast then
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local delegate = slua.createDelegate(function()
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self.pick_phase = EBusyAnimationPhase.Casting
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self:ProcessAbilityPhase()
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end)
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self.delay_timer = KismetSystemLibrary.K2_SetTimerDelegate(delegate, 0.5, false, true, 0, 0)
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elseif self.pick_phase == EBusyAnimationPhase.Casting then
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self.pick_phase = EBusyAnimationPhase.PostCast
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self:ProcessAbilityPhase()
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self:ApplayEffect(owner.RoleAbility)
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else
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local delegate = slua.createDelegate(function()
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self:K2_EndAbility()
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end)
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self.delay_timer = KismetSystemLibrary.K2_SetTimerDelegate(delegate, 0.2, false, true, 0, 0)
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end
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end
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function Ability:ApplayEffect(asc)
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local RoleUtils = require("GamePlay.Utils.RoleUtils")
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local owner = self:GetOwningActorFromActorInfo()
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-- 物品的采集效果
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local item_asc = AbilitySystemBlueprintLibrary.GetAbilitySystemComponent(self.target)
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local pick_handle = asc:MakeOutgoingSpec(
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self.AbilityEffectConfigs:Get("LevelItem"), 1, asc:MakeEffectContext()
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)
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AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude(
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pick_handle, GetGameplayTag(item_pick_tag), -owner.RoleConfig.PickEffect
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)
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-- 自己的消耗
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RoleUtils.ChangeHunger(owner,-self.target.LevelItemConfig.PickHungerCost)
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asc:BP_ApplyGameplayEffectSpecToTarget(pick_handle, item_asc)
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end
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return Class(nil, nil, Ability)
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