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2 129
Vehicle Effect Change
local VehicleAvatarComponent = require("GameLua.GameCore.Module.Vehicle.Component.VehicleAvatarComponent") VehicleAvatarComponent.__inner_impl.CheckCanPlaySkinSwitchEffect = function(self, curVehicleId, lastVehicleId) return true end VehicleAvatarComponent.__inner_impl.ShowVehicleSwitchEffect = function(self) if not self.curSwitchEffectId or self.curSwitchEffectId <= 0 then self.curSwitchEffectId = 7303001 end local vehicleActor = self:GetOwner() if not slua.isValid(vehicleActor) then return false end if self.uSwitchEffectActor then self:StopSkinSwitchEffect() self.uSwitchEffectActor:K2_DestroyActor() self.uSwitchEffectActor = nil end if not self.lastEquipedAvatarId or self.lastEquipedAvatarId <= 0 then self.lastEquipedAvatarId = vehicleActor.ClientUsedAvatarID or vehicleActor:GetDefaultAvatarID() or 0 end local currentAvatarID = vehicleActor.ClientUsedAvatarID or self.lastEquipedAvatarId or 0 local bIsLobbyActor = self:IsLobbyActor() local world = slua_GameFrontendHUD:GetWorld() local VehiclePlateLicenseUtil = require("GameLua.Activity.Commercialize.GamePlay.Vehicle.VehiclePlateLicenseUtil") local SkinSwitchEffectActorPath = VehiclePlateLicenseUtil.GetSwitchEffectActorPath() local BP_DissolveVehicleClass = import(SkinSwitchEffectActorPath) self.uSwitchEffectActor = world:SpawnActor(BP_DissolveVehicleClass, nil, nil, nil) if not slua.isValid(self.uSwitchEffectActor) then self.uSwitchEffectActor = nil return false end self.uSwitchEffectActor:K2_AttachToActor(vehicleActor, "None", 1, 1, 1, false) self.uSwitchEffectActor:K2_SetActorRelativeLocation(FVector(0, 0, 0), false, nil, false) self.uSwitchEffectActor:K2_SetActorRelativeRotation(FRotator(0, 0, 0), false, nil, false) self:ChangeFakeSwitchVehicleAvatar(self.uSwitchEffectActor.Mesh, self.lastEquipedAvatarId) self.uSwitchEffectActor:SetAnimInsAndAnimState(self.uOldVehicleMeshAnimClass, vehicleActor) self.uSwitchEffectActor:StartVehicleSwitchEffect(vehicleActor, self.curSwitchEffectId, self.lastEquipedAvatarId, currentAvatarID, bIsLobbyActor) self.uOldVehicleMeshAnimClass = nil return true end VehicleAvatarComponent.__inner_impl.ResetAnimationState = function(self) if self.uSwitchEffectActor then self:StopSkinSwitchEffect() self.uSwitchEffectActor:K2_DestroyActor() self.uSwitchEffectActor = nil end self.lastEquipedAvatarId = 0 self.curSwitchEffectId = 7303001 end local Hama = SDKDumper local O_ReceiveBeginPlay = VehicleAvatarComponent.__inner_impl.ReceiveBeginPlay VehicleAvatarComponent.__inner_impl.ReceiveBeginPlay = function(self) O_ReceiveBeginPlay(self) self:ResetAnimationState() end
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function logic_card_collection_season:GetCardCollectionLevelByScore(score)
local levelConfig = CDataTable.GetTable("CardScoreLevelCfg")
local level = 100
for i, v in pairs(levelConfig) do
if score < v.MinScore then
return level
end
level = v.Level
end
return level
end