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2025-01-04 23:00:19 +08:00
local EventAction_CountdownMode = {
GameTime = 0;
GameEndEvent = -1;
}
-- 触发器激活时将执行Action的Execute
function EventAction_CountdownMode:Execute(...)
if not UGCGameSystem.IsServer() then return end
self.bEnableActionTick = true
-- 设置当前游戏模式
UGCGameSystem.GameState:SetGameStateType(CustomEnum.EGameState.Playing)
-- 显示战斗界面UI
UGCGameSystem.GameState:ShowSimplePlayModeUI(WidgetConfig.EUIType.FightPanel)
if GlobalConfigs.GameSetting.CanRespawnSelectWeapon then
-- 显示武器选择界面
local AllPlayerKey = UGCSystemLibrary.GetAllPlayerKeys()
for i, PlayerKey in pairs(AllPlayerKey) do
UGCGameSystem.GameState:ShowPlayerSelectWeaponWidget(PlayerKey)
end
end
-- 重置玩家积分信息
PlayerScoreSystem.ResetAllPlayerScoreData()
-- 重置和平默认的击杀数
UGCSystemLibrary.ResetAllPlayerKillsAndAssists()
-- 重置队伍得分
UGCGameSystem.GameState:ResetTeamScore()
-- 绑定游戏结束事件
UGCEventSystem.AddListener(EventEnum.GameStateChange, self.GameFinish, self)
-- 初始化游戏时间
self.GameStartTime = UGCSystemLibrary.GatRealTimeSeconds()
UGCGameSystem.GameState:SetGameTime(self.GameTime)
-- 其他额外逻辑
self:ExecuteOtherLogic()
-- 重置所有玩家
UGCGameSystem.SendModeCustomEvent("ResetAllPlayers")
UGCLogSystem.Log("[EventAction_CountdownMode_Execute] Finish")
return true
end
function EventAction_CountdownMode:GameFinish(GameStateType)
UGCLogSystem.Log("[EventAction_CountdownMode_GameFinish]")
if GameStateType == CustomEnum.EGameState.End then
-- 其他额外逻辑
self:GameFinishOtherLogic()
self.bEnableActionTick = false
if self.GameEndEvent then
-- 发送游戏结束事件
UGCEventSystem.SendEvent(self.GameEndEvent)
else
UGCLogSystem.Log("[EventAction_CountdownMode_GameFinish] GameEndEvent is nil")
end
UGCEventSystem.RemoveListener(EventEnum.GameStateChange, self.GameFinish, self)
end
end
function EventAction_CountdownMode:Update(DeltaSeconds)
local NowRealTime = UGCSystemLibrary.GatRealTimeSeconds()
local RemainTime = self.GameTime - (NowRealTime - self.GameStartTime);
-- 更新游戏时间
if self.LastRemainTime ~= RemainTime then
-- 判断游戏时间是否已结束
if RemainTime <= 0 then
self.LastRemainTime = 0
UGCGameSystem.GameState:GameFinish()
else
self.LastRemainTime = RemainTime
end
UGCGameSystem.GameState:SetGameTime(self.LastRemainTime)
end
end
-- 其他逻辑 根据工程改变而修改------------------------------------------------------------
function EventAction_CountdownMode:ExecuteOtherLogic()
-- 绑定到检查点函数
UGCEventSystem.AddListener(EventEnum.OverlapCheckPoint, self.OverlapCheckPoint, self)
local AllPC = UGCGameSystem.GetAllPlayerController()
for i, v in pairs(AllPC) do
v:SetStartPointType(EPlayerStartType.Default)
v:ClearPlayerSpawnBuffs()
end
-- 销毁初始阻挡墙
local BlockWallPath = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/ParkourActor/BlockWall/BP_WaitingBlockWall.BP_WaitingBlockWall_C')
local AllWaitingWalls = GameplayStatics.GetAllActorsOfClass(UGCGameSystem.GameState, UE.LoadClass(BlockWallPath), {})
for i, v in pairs(AllWaitingWalls) do
v:K2_DestroyActor()
end
-- 重置检查点
local CheckPointsPath = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/ParkourActor/BP_CheckPoints.BP_CheckPoints_C')
local AllCheckPointsPath = GameplayStatics.GetAllActorsOfClass(UGCGameSystem.GameState, UE.LoadClass(CheckPointsPath), {})
for i, v in pairs(AllCheckPointsPath) do
v:ResetCheckPoint()
end
end
function EventAction_CountdownMode:GameFinishOtherLogic()
-- 移除绑定到检查点函数
UGCEventSystem.RemoveListener(EventEnum.OverlapCheckPoint, self.OverlapCheckPoint, self)
end
function EventAction_CountdownMode:OverlapCheckPoint(PlayerKey, PointIndex, IsDestination)
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
UGCLogSystem.Log("[EventAction_CountdownMode_OverlapCheckPoint] PointIndex:%s", tostring(PointIndex))
if PC then
local Level = PlayerScoreSystem.GetPlayerScoreDataFromType(PlayerKey, PlayerScoreSystem.Config.EScoreType.Level)
-- 刷新出生点
if Level < PointIndex then
PC:SetStartPointType(PointIndex)
PlayerScoreSystem.SetPlayerScoreDataFromType(PlayerKey, PlayerScoreSystem.Config.EScoreType.Level, PointIndex)
PlayerScoreSystem.SetPlayerScoreDataFromType(PlayerKey, PlayerScoreSystem.Config.EScoreType.Remainder, GlobalConfigs.GameSetting.GameTime - UGCGameSystem.GameState:GetGameTime());
UGCLogSystem.Log("[EventAction_CountdownMode_OverlapCheckPoint] Finish")
for i = Level + 1, PointIndex do
if GameObjectConfig.LevelBuff[i] then
for _, BuffAssetType in pairs(GameObjectConfig.LevelBuff[i]) do
PC:AddPlayerSpawnBuff(BuffAssetType)
UGCLogSystem.Log("[EventAction_CountdownMode_OverlapCheckPoint] BuffAssetType:%s", tostring(BuffAssetType))
end
end
end
end
if IsDestination then
-- 玩家完成了比赛
UGCLogSystem.Log("[EventAction_CountdownMode_OverlapCheckPoint] PlayerKey:%s 完成了比赛", tostring(PlayerKey))
-- 纪录得分
local IsNewRecord = false
local PlayerScore = PlayerScoreSystem.GetPlayerScore(PlayerKey)
local PlayerScoreData = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.ScoreData)
if PlayerScoreData then
local RecordScore = PlayerScoreData.Score
if RecordScore < PlayerScore then
IsNewRecord = true
end
else
IsNewRecord = true
end
-- 存档
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.ScoreData, {Level = Level, Time = UGCGameSystem.GameState:GetGameTime(), Score = PlayerScore})
-- 显结算界面
UGCSendRPCSystem.ClientShowUI(PlayerKey, WidgetConfig.EUIType.Settlement,true, false, IsNewRecord, IsDestination)
-- 发送玩家结束协议
UGCGameSystem.SendPlayerSettlement(PlayerKey);
end
end
end
return EventAction_CountdownMode