--- @class BusyLevelItem local LevelItem = {} local Reactive = require("Core.Reactive") local RoleUtils = require("GamePlay.Utils.RoleUtils") local GameplayUtils = require("GamePlay.Utils") local KismetSystemLibrary = import("KismetSystemLibrary") --[[ 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'" bIsPureFunc=True FunctionReference=(MemberParent="/Script/CoreUObject.Class'/Script/Engine.KismetSystemLibrary'",MemberName="IsValid") NodePosX=416 NodePosY=576 NodeGuid=FAEC35AE4921EA704624228C12C6567F 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,) 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,) 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,) End Object ]] function LevelItem:ReceiveBeginPlay() self.Super:ReceiveBeginPlay() self:SetLevelItemID(self.CurrentItemID) self.world = self:GetWorld() end function LevelItem:ReceiveLevelItemSetted(Config) self.config = Config self.PickBar.Widget:BindLevelItem(self) print("LevelItem:ReceiveLevelItemSetted", KismetSystemLibrary.IsValid(self)) self.attribute_watcher = Reactive.Watcher(function() if self.LuaLevelItemAttribute.Health <= 0 then self:GenerateDropItems() local location = self:K2_GetActorLocation() location.Z = -1000 self:K2_SetActorLocation(location, false, nil, false) self:SetLifeSpan(0.3) self.attribute_watcher:Destroy() end end) end -- function LevelItem:ReceiveDamage(value) -- local remain = self.proxy.RemainProcess - value -- if remain > 0 then -- self.proxy.RemainProcess = remain -- return true -- else -- self.proxy.RemainProcess = 0 -- self:SetLifeSpan(0.3) -- return false -- end -- end function LevelItem:GenerateDropItems() local BusyActorManagerSubSystem = import("BusyActorManagerSubSystem").Get(self.world) local role = RoleUtils.GetRole(self) local role_location = role:K2_GetActorLocation() local curr_location = self:K2_GetActorLocation() local collection_config = GameplayUtils.GetItemConfigByID(self.CurrentItemID) local generated_dict = {} for _, config in pairs(collection_config.DropConfigs) do local base = 0 local seed = math.random() for _, rate in pairs(config.configs) do local min = base local max = base + rate.Rate if seed >= min and seed < max then generated_dict[config.ItemID] = rate.Count break end base = max end end for item_id, count in pairs(generated_dict) do for _ = 1, count do local reward = BusyActorManagerSubSystem:SpawnLevelItemReward(self) reward.Movement.speed = 300.0 reward.Movement.accelerate = 600.0 reward.Movement.direction = { X = curr_location.X - role_location.X, Y = curr_location.Y - role_location.Y } reward:SetRewardID(item_id) end end end -- 接口 function LevelItem:GetPickProcess() local process = self.LuaLevelItemAttribute.Health / self.config.PickTimeCost print("current process", process) return process end function LevelItem:GetPickCost() return self.LevelItemConfig.PickHungerCost end function LevelItem:IsAlive() return self.LuaLevelItemAttribute.Health > 0 end function LevelItem:GetItemID() return self.CurrentItemID end return Class(nil, nil, LevelItem)