"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); const UE = require("ue"); const puerts_1 = require("puerts"); // 创建一个用于Tick的Actor class TSTickActor extends UE.Actor { constructor() { super(...arguments); this.lastPrintTime = 0; } ReceiveTick(DeltaSeconds) { super.ReceiveTick(DeltaSeconds); // 每秒打印一次 this.lastPrintTime += DeltaSeconds; if (this.lastPrintTime >= 1.0) { console.log('Tick: ' + this.lastPrintTime.toFixed(2)); this.lastPrintTime = 0; } } // 确保Actor可以Tick ReceiveBeginPlay() { super.ReceiveBeginPlay(); this.PrimaryActorTick.bCanEverTick = true; } } console.log('--------------------------entry.ts started2----------------------'); // 获取游戏实例和世界 let gameInstance = puerts_1.argv.getByName("GameInstance"); let world = gameInstance.GetWorld(); // 在场景中生成TSTickActor let spawnLocation = new UE.Vector(0, 0, 100); // 在高度100的位置生成,避免卡在地面 let spawnRotation = new UE.Rotator(0, 0, 0); let spawnTransform = new UE.Transform(); spawnTransform.SetLocation(spawnLocation); spawnTransform.SetRotation(spawnRotation.Quaternion()); let tickActor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(world, TSTickActor.StaticClass(), spawnTransform); UE.GameplayStatics.FinishSpawningActor(tickActor, spawnTransform); console.log('--------------------------TSTickActor spawned----------------------'); //# sourceMappingURL=entry.js.map