大厅接入
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@ -16,6 +16,10 @@ local function CreateItemGenerator(level_config_data)
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return Generator(period, item_data)
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end
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function SubSystem:Bp_ShouldCreateSubsystem(world)
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return false
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end
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function SubSystem:ReceiveSubSystemInitialize()
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local world = BusyGamePlayLibrary.K2_GetWorld(self)
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self.start_time = GameplayStatics.GetTimeSeconds(world)
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@ -5,26 +5,15 @@ local RoleUtils = require("GamePlay.Utils.RoleUtils")
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local GameplayUtils = require("GamePlay.Utils")
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local KismetSystemLibrary = import("KismetSystemLibrary")
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--[[
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Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_0" ExportPath="/Script/BlueprintGraph.K2Node_CallFunction'/Game/Blueprint/Bp_BusyCharacter.Bp_BusyCharacter:EventGraph.K2Node_CallFunction_0'"
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bIsPureFunc=True
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FunctionReference=(MemberParent="/Script/CoreUObject.Class'/Script/Engine.KismetSystemLibrary'",MemberName="IsValid")
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NodePosX=416
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NodePosY=576
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NodeGuid=FAEC35AE4921EA704624228C12C6567F
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CustomProperties Pin (PinId=560B26AF426C21B8AC88EDB90990EDF1,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinToolTip="Target\nKismet System Library Object Reference",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject="/Script/CoreUObject.Class'/Script/Engine.KismetSystemLibrary'",PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,DefaultObject="/Script/Engine.Default__KismetSystemLibrary",PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
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CustomProperties Pin (PinId=5F3C3BC8429FA25D9B78099F2107C098,PinName="Object",PinToolTip="Object\nObject Reference",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject="/Script/CoreUObject.Class'/Script/CoreUObject.Object'",PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
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CustomProperties Pin (PinId=5C7188354FCB6B61DE0AC8A14D6E3EEC,PinName="ReturnValue",PinToolTip="Return Value\nBoolean\n\nReturn true if the object is usable : non-null and not pending kill",Direction="EGPD_Output",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,DefaultValue="false",AutogeneratedDefaultValue="false",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
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End Object
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]]
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function LevelItem:ReceiveBeginPlay()
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self.Super:ReceiveBeginPlay()
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self:SetLevelItemID(self.CurrentItemID)
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self.world = self:GetWorld()
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print("LevelItem:ReceiveBeginPlay")
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end
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function LevelItem:TempSetting()
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self:ReceiveBeginPlay()
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end
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function LevelItem:ReceiveLevelItemSetted(Config)
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@ -46,17 +35,6 @@ function LevelItem:ReceiveLevelItemSetted(Config)
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end)
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end
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-- function LevelItem:ReceiveDamage(value)
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-- local remain = self.proxy.RemainProcess - value
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-- if remain > 0 then
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-- self.proxy.RemainProcess = remain
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-- return true
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-- else
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-- self.proxy.RemainProcess = 0
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-- self:SetLifeSpan(0.3)
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-- return false
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-- end
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-- end
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function LevelItem:GenerateDropItems()
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local BusyActorManagerSubSystem = import("BusyActorManagerSubSystem").Get(self.world)
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