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---@class UGCGameState_C:BP_UGCGameState_C
---@field WrapperClass UClass
---@field ShootWeaponClass UClass
---@field ActorClass UClass
--Edit Below--
UGCGameSystem.UGCRequire('Script.Common.ue_enum_custom')
require('Script.Global.Global')
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local UGCGameState = {};
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--- 服务器时间
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UGCGameState.ServerTime = 0;
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--- 服务器时间 - 客户端时间的差值;如果想在服务器求客户端时间:当前时间 - 该值;
UGCGameState.ServerTimeDiff = 0;
--- 地图数据
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UGCGameState.MapData = { SelectMapIndex = {}; };
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---@type table<TeamId, table<int32, PlayerKey>> 玩家 Key 列表
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UGCGameState.PlayerList = {};
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--- 游戏进程数据
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UGCGameState.CountDownTime = 0;
UGCGameState.AccountTable = {};
UGCGameState.ArchiveTable = {};
UGCGameState.PlayerKDAs = {};
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function UGCGameState:ReceiveBeginPlay()
--- 初始化
GlobalInit.InitGlobalVar();
if IsServer then
self.ServerTime = 1; -- 设置好
DOREPONCE(self, "ServerTime")
end
self.bIsOpenShovelingAbility = DefaultSettings.OpenShovel;
if MiniGameManager == nil then
MiniGameManager = require("Script.Blueprint.Mini.MiniGameManager")
end
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if GlobalBeginTool then
GlobalBeginTool:ReceiveBeginPlay();
end
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table.func(MiniGameManager, "ReceiveBeginPlay", self);
end
function UGCGameState:ReceiveTick(DeltaTime)
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if GlobalTickTool then
GlobalTickTool:ReceiveTick(DeltaTime, self:GetServerTime());
end
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end
function UGCGameState:ReceiveEndPlay()
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DefaultSettings = nil;
EventTypes = nil;
GameState = nil;
LocalPlayerKey = nil;
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LocalPlayerController = nil;
UnableTable();
UnableTool();
UnableWidgetManager();
UGCGameSystem.GameState = nil;
end
function UGCGameState:GetAvailableServerRPCs()
return "LoadMap"
, "CheckServerTime"
, "SelectLevelMode"
, "SelectMap"
, "MiniGameReceiveRPC"
end
function UGCGameState:GetReplicatedProperties()
return { "MapData", "Lazy" }
, { "CountDownTime", "Lazy" }
, { "ServerTime", "Lazy" }
, { "LoadMapName", "Lazy" }
, { "CurrMiniType", "Lazy" }
, { "MiniInfo", "Lazy" }
, { "ArchiveTable", "Lazy" }
, { "AccountTable", "Lazy" }
, { "PlayerKDAs", "Lazy" }
end
----------------------------------------- 玩家属性 -----------------------------------------
---@param InPlayerKey PlayerKey
---@param InArchiveData table<ArchiveData>
---@param InAccountData table<PlayerAccountInfo>
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function UGCGameState:HandlePlayerDatas(InPlayerKey, InArchiveData, InAccountData, IgnoreList)
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InArchiveData.GameTimes = (InArchiveData.GameTimes or 0) + 1; -- 又多玩了一局游戏
self.ArchiveTable[InPlayerKey] = TableHelper.DeepCopy(InArchiveData);
if ArchiveTable[InPlayerKey] == nil then
UGCLogSystem.Log("[UGCGameState:HandlePlayerDatas] 执行")
ArchiveTable[InPlayerKey] = InArchiveData;
end
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for i, v in pairs(IgnoreList) do
self.ArchiveTable[InPlayerKey][v] = nil;
end
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self.AccountTable[InPlayerKey] = InAccountData;
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DOREPONCE(self, "ArchiveTable");
DOREPONCE(self, "AccountTable");
end
function UGCGameState:OnRep_PlayerKDAs()
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if table.isEmpty(self.PlayerKDAs) then
return
end
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UGCEventSystem.SendEvent(EventTypes.AllPlayerKDAChange, self:HandleAllKDAs());
end
function UGCGameState:HandleAllKDAs()
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if table.isEmpty(self.PlayerKDAs) then
return ;
end
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local AllKDAs = {};
local Max = 0;
for PlayerKey, KD in pairs(self.PlayerKDAs) do
local Kill = KD[1] or 0;
local Dead = KD[2] or 0;
table.insert(AllKDAs, {
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Kill = Kill,
Dead = Dead,
IsSelf = LocalPlayerKey == PlayerKey,
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PlayerKey = PlayerKey,
});
if PlayerKey == LocalPlayerKey then
LocalKillNum = Kill;
end
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if Max < Kill then
Max = Kill;
end
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end
MaxKillNum = Max;
table.sort(AllKDAs, function(a, b)
if a.Kill == b.Kill then
if a.Dead == b.Dead then
return a.IsSelf;
end
return a.Dead < b.Dead;
end
return a.Kill > b.Kill;
end);
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local No, Kill = -1, 1;
for i = 1, #AllKDAs do
local Item = AllKDAs[i];
if Kill == Item.Kill then
else
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No = i;
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Kill = Item.Kill;
end
AllKDAs[i].No = No;
end
UGCLogSystem.LogTree(string.format("[UGCGameState:OnRep_PlayerKDAs] AllKDAs ="), AllKDAs)
return AllKDAs;
end
function UGCGameState:OnRep_ArchiveTable()
ArchiveTable = self.ArchiveTable;
if table.isEmpty(ArchiveTable) then return ; end
if LocalPlayerKey == nil then return ; end
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if ArchiveTable[LocalPlayerKey] == nil then return ; end
--local GameTimes = ArchiveTable[LocalPlayerKey].GameTimes
--if GameTimes ~= nil and GameTimes <= DefaultSettings.ShowFaceNoticeGameTimes then
-- if not DefaultSettings.EnableTest then
-- WidgetManager:ShowPanel(WidgetConfig.EUIType.FaceNotice, false);
-- end
--end
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end
function UGCGameState:OnRep_AccountTable()
AccountTable = self.AccountTable;
end
----------------------------------------- 地图加载 -----------------------------------------
UGCGameState.PlayerLevelModes = {};
function UGCGameState:SelectLevelMode(InLevelMode, InPlayerKey)
if IsServer then
self.PlayerLevelModes[InPlayerKey] = InLevelMode;
else
end
end
--- 已经加载了的地图名称
UGCGameState.LoadMapName = {};
--- 加载地图(服务器/客户端都可以执行)
---@param MapNameList table<int32, string> 地图索引
function UGCGameState:LoadMap(MapNameList)
-- 找到对应地图,然后进行加载
if not table.isEmpty(self.LoadMapName) then
-- 先卸载,再安装
local List = {};
for i, v in pairs(self.LoadMapName) do
table.insert(List, v.Name);
end
self:UnloadMap(List);
end
for i, v in pairs(MapNameList) do
table.insert(self.LoadMapName, {
Name = v,
Load = false,
});
end
LevelStreamTool.LoadStreamLevels(MapNameList, { Object = self, Func = self.LoadMapFinish }, false);
DOREPONCE(self, "LoadMapName")
end
function UGCGameState:OnRep_LoadMapName()
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if table.isEmpty(self.LoadMapName) then
return ;
end
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UGCLogSystem.LogTree(string.format("[UGCGameState:OnRep_LoadMapName] self.LoadMapName ="), self.LoadMapName);
local LoadedMaps = {};
for i, v in pairs(self.LoadMapName) do
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if v.Load then
table.insert(LoadedMaps, v.Name);
end
end
if table.isEmpty(LoadedMaps) then
return ;
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end
UGCEventSystem.SendEvent(EventTypes.OnMapLoaded, LoadedMaps);
MiniGameManager:OnMapLoadComplete()
-- 加载小地图
UGCLogSystem.Log("[UGCGameState:OnRep_LoadMapName] 开始加载小地图")
for i, v in pairs(LevelTable.LevelInfo) do
if v.MapName == self.LoadMapName[1].Name then
UGCLogSystem.Log("[UGCGameState:OnRep_LoadMapName] 执行")
self:LoadMinimap(i);
break ;
end
end
end
--- 随机加载地图
---@param
function UGCGameState:LoadRandomMap(InIndex)
if IsServer then
self:UnloadMap();
-- 判断当前是不是随即关卡
UGCLogSystem.LogTree(string.format("[UGCGameState:LoadMap] LevelTable.LevelInfo ="), LevelTable.LevelInfo)
if InIndex == nil or InIndex == LevelTable.ELevelType.Random then
self.MapData.SelectMapIndex = LevelTable.GetRandomLevel(true, 1);
else
self.MapData.SelectMapIndex = { InIndex };
end
local MapNames = {};
for i, v in pairs(self.MapData.SelectMapIndex) do
table.insert(MapNames, LevelTable.LevelInfo[v].MapName);
end
LevelStreamTool.LoadStreamLevels(MapNames, { Object = self, Func = self.LoadMapFinish }, false);
DOREPONCE(self, "MapData");
else
-- 发送 RPC 到服务器
UnrealNetwork.CallUnrealRPC(LocalPlayerController, self, "LoadMap", InIndex);
end
end
--- 卸载地图
function UGCGameState:UnloadMap()
if table.isEmpty(self.MapData.SelectMapIndex) then
local MapNames = {};
for i, v in pairs(self.MapData.SelectMapIndex) do
table.insert(MapNames, LevelTable.LevelInfo[v].MapName)
end
LevelStreamTool.UnLoadStreamLevels(MapNames, { Object = self, Func = self.UnLoadMapFinish }, false);
self.MapData.SelectMapIndex = {};
-- 重置 ClientAlready
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self.bInitOnce = false;
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end
end
function UGCGameState:OnRep_MapData()
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if table.isEmpty(self.MapData.SelectMapIndex) then
return
end
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--self:LoadMinimap(self.MapData.SelectMapIndex);
end
--- 地图加载完成
function UGCGameState:LoadMapFinish()
UGCLogSystem.Log("[UGCGameState:LoadMapFinish] 地图加载完成");
-- 写一个通知
UGCEventSystem.SendEvent(EventTypes.MapLoad, self.MapData.SelectMapIndex, true);
self:OnMapLoaded();
end
function UGCGameState:UnLoadMapFinish()
UGCLogSystem.Log("[UGCGameState:UnLoadMapFinish] 地图卸载成功")
MiniGameManager:OnMapUnLoadedComplete();
end
--- 加载小地图
function UGCGameState:LoadMinimap(InType)
UGCLogSystem.Log("[UGCGameState:LoadMinimap] 开始加载 %s 的小地图", LevelTable.LevelInfo[InType].MapName);
local MinimapInfo = LevelTable.LevelInfo[InType].MiniMapInfo;
if not table.isEmpty(MinimapInfo) then
UGCLogSystem.Log("[UGCGameState:LoadMinimap] 开始添加")
UGCWidgetManagerSystem.ChangeMap(MinimapInfo.MapPath, MinimapInfo.MapCentre, MinimapInfo.MapSize, MinimapInfo.MapScale);
end
end
function UGCGameState:OnMapLoaded()
--- 加载地图上的东西
UGCLogSystem.Log("[UGCGameState:OnMapLoaded] 执行")
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UGCEventSystem.SetTimer(self, function()
self:PostOnMapLoaded();
end, 2);
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-- 检测一下是否有默认地图
MiniGameManager:OnMapLoadComplete();
for i, v in pairs(self.LoadMapName) do
v.Load = true;
end
DOREPONCE(self, "LoadMapName");
end
---@type table<int32, BP_ActorStart_C> 玩家中心点
UGCGameState.CenterActors = {};
---@return table<int32, BP_ActorStart_C> 玩家中心点
function UGCGameState:FindCenters()
if table.isEmpty(self.CenterActors) then
UE.FindActorsByClass(ObjectPath.BP_ActorStart, self.CenterActors, function(InIndex, InActor)
return InActor:ActorHasTag("Poison");
end);
end
return self.CenterActors;
end
function UGCGameState:PostOnMapLoaded()
end
----------------------------------------- 游戏进程 -----------------------------------------
---@param InTime int32 初始化倒计时
function UGCGameState:OnGameActive(InTime)
if MiniGameManager then
table.func(MiniGameManager, "OnGameActive", InTime);
end
end
function UGCGameState:OnBeforeGameStart(InTime)
if MiniGameManager then
table.func(MiniGameManager, "OnBeforeGameStart", InTime);
end
end
--- 游戏结束
function UGCGameState:OnGameEnded()
-- 打开结算界面
if IsServer then
for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do
local PlayerKey = v.PlayerKey;
-- 保存一下存档
UGCPlayerStateSystem.SavePlayerArchiveData(AccountTable[PlayerKey].UID, ArchiveTable[PlayerKey]);
UGCGameSystem.SendPlayerSettlement(PlayerKey);
end
UGCLogSystem.Log("[UGCGameState:OnGameEnded] 执行")
for i, v in pairs(UGCGameSystem.GetAllPlayerPawn()) do
UGCPawnSystem.LeavePawnState(v, EPawnState.Move);
v:K2_DestroyActor()
end
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self:ShowUIByType(WidgetConfig.EUIType.GameEnd, true)
end
end
--- 倒计时
function UGCGameState:OnGameProgress_Tick(InTime)
self.CountDownTime = InTime;
DOREPONCE(self, "CountDownTime");
end
function UGCGameState:OnRep_CountDownTime()
UGCEventSystem.SendEvent(EventTypes.CountDownTimeChange, self.CountDownTime);
-- 执行客户端调用
if MiniGameManager then
MiniGameManager:OnMiniGameTimeCount(self.CountDownTime);
end
end
--- 当前游戏时间,以服务器为基准(因为服务器不会改变)
---客户端准备好之后会发送一个 RPC 过来,之后就是
function UGCGameState:CheckServerTime(InPlayerKey, InTime)
if IsServer then
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(InPlayerKey)
UnrealNetwork.CallUnrealRPC(PC, self, "CheckClientTime", UE.GetCurrentTime());
self:OnClientAlready();
else
UnrealNetwork.CallUnrealRPC(LocalPlayerController, self, "CheckServerTime", InPlayerKey, InTime);
end
end
function UGCGameState:OnRep_ServerTime()
-- 接收到之后就立刻发送 RPC 到服务器,或者也可以等一会
if self.ServerTime == 1 then
if LocalPlayerKey == nil or LocalPlayerController == nil then
UGCEventSystem.SetTimer(self, function()
self:CheckServerTime(LocalPlayerKey, UE.GetCurrentTime())
end, 1.);
return ;
end
self:CheckServerTime(LocalPlayerKey, UE.GetCurrentTime())
elseif self.ServerTime == 0 then
else
local Diff = self.ServerTime - UE.GetCurrentTime();
UGCLogSystem.Log("[UGCGameState:CheckClientTime] Diff = %f", Diff)
self:OnClientAlready();
end
end
function UGCGameState:CheckClientTime(InTime)
self.ServerTimeDiff = InTime - UE.GetCurrentTime();
UGCLogSystem.Log("[UGCGameState:CheckClientTime] self.ServerTimeDiff = %f", self.ServerTimeDiff);
self:OnClientAlready();
end
UGCGameState.bInitOnce = false;
--- 是否有毒圈0表示未知1表示存在-1 表示不存在
UGCGameState.HasPoison = 0;
function UGCGameState:OnClientAlready()
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if self.bInitOnce then
return
end
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UGCEventSystem.SendEvent(EventTypes.ClientAlready)
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local ServerTime = self:GetServerTime()
UGCLogSystem.Log("[UGCGameState:OnClientAlready] 执行 ServerTime = %f", ServerTime);
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if IsServer then
UGCLogSystem.Log("[UGCGameState:OnClientAlready] 执行")
self:OnGameActive(-1)
end
if GlobalBeginTool then
GlobalBeginTool:ReceiveClientAlready()
GlobalBeginTool = nil;
end
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if MiniGameManager then
table.func(MiniGameManager, "OnClientAlready");
end
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self.bInitOnce = true;
end
--- S & C : 获取服务器时间
---@return float|nil
function UGCGameState:GetServerTime()
if IsServer then
return UE.GetCurrentTime();
else
if self.ServerTimeDiff == 0 then
return nil;
else
return self.ServerTimeDiff + UE.GetCurrentTime();
end
end
end
--- 获取客户端时间
function UGCGameState:GetClientTime(InPlayerKey)
if IsClient then
return UE.GetCurrentTime();
else
end
end
function UGCGameState:ClearAll()
UnableTable()
end
--- 提前重置操作
function UGCGameState:BeforeReset(InTime)
for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do
local PlayerKey = v.PlayerKey;
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local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey);
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if UE.IsValidPawn(Pawn) then
Pawn:K2_DestroyActor();
end
UE.RespawnPlayer(PlayerKey, InTime);
end
self:ResetKill();
end
function UGCGameState:ResetKill()
-- 重置其他的
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for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do
v:ResetGame();
end
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end
--- 重置游戏
function UGCGameState:ResetGame()
if IsServer then
UnrealNetwork.CallUnrealRPC_Multicast(self, "ResetGame");
-- 重置击杀数
for i, v in pairs(UGCGameSystem.GetAllPlayerState(false)) do
v:ResetKillNum();
end
else
WidgetManager:GetPanel(WidgetConfig.EUIType.Main):OnGameStart();
end
end
----------------------------------------- 界面 UI -----------------------------------------
--- 显示 UI
---@param InUIType EUIType
---@param IsShow boolean
function UGCGameState:ShowUIByType(InUIType, IsShow, ...)
if IsServer then
UnrealNetwork.CallUnrealRPC_Multicast(self, "ShowUIByType", InUIType, IsShow, ...);
else
if IsShow then
WidgetManager:ShowPanel(InUIType, false, ...);
else
WidgetManager:ClosePanel(InUIType);
end
end
end
----------------------------------------- 场景物品 -----------------------------------------
-- 清除场景上的 Wrappers
function UGCGameState:ClearWrappers()
local InTable = {};
UE.FindActorsByClass(self:GetWrapperClass(), InTable, function(InIndex, InActor)
return InActor:GetOwner() == nil;
end);
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for i, v in pairs(InTable) do
v:K2_DestroyActor();
end
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end
----------------------------------------- 武器 -----------------------------------------
---@return UClass
function UGCGameState:GetWrapperClass()
return self.WrapperClass;
end
----------------------------------------- 载具 -----------------------------------------
--- 清空地面上的载具
function UGCGameState:ClearVehicles()
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if table.isEmpty(self.Vehicles) then
self:FindVehicles();
end
for i, v in pairs(self.Vehicles) do
v:K2_DestroyActor();
end
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self.Vehicles = {};
end
--- 加载地面上的载具,通过 ActorStart 进行查找
function UGCGameState:LoadVehicles()
self:ClearVehicles();
local AllStarts = {};
UE.FindActorsByClass(ObjectPath.BP_ActorStart, AllStarts, function(InIndex, InActor)
table.insert(self.Vehicles, UGCVehicleSystem.SpawnVehicleNew(VehicleTable.Car[InActor.Index].Path, InActor:K2_GetActorLocation(), InActor:K2_GetActorRotation(), false, false));
return true;
end)
end
-- 查找载具
function UGCGameState:FindVehicles()
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if table.isEmpty(self.Vehicles) then
self:LoadVehicles();
end
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return self.Vehicles;
end
----------------------------------------- FUNCTIONAL -----------------------------------------
--- 发送自定义事件
function UGCGameState:SendEvent(IsSend, InPlayerKey, InEvent, ...)
if IsServer then
if IsSend then
if InPlayerKey == nil then
UnrealNetwork.CallUnrealRPC_Multicast(self, "SendEvent", false, nil, InEvent, ...);
else
UnrealNetwork.CallUnrealRPC(UGCGameSystem.GetPlayerControllerByPlayerKey(InPlayerKey), UGCGameSystem.GameState, "SendEvent", false, InPlayerKey, InEvent, ...);
end
else
UGCEventSystem.SendEvent(InEvent, InPlayerKey, ...)
end
else
-- 从客户端发送出去
if IsSend then
UnrealNetwork.CallUnrealRPC(DefaultSettings.LocalPlayerController, UGCGameSystem.GameState, "SendEvent", false, DefaultSettings.LocalPlayerKey, InEvent, ...);
else
UGCEventSystem.SendEvent(InEvent, InPlayerKey, ...);
end
end
end
----------------------------------------- MINI -----------------------------------------
--- 当前选择的 MiniType
UGCGameState.CurrMiniType = -1;
---@param InMiniType int32
function UGCGameState:SelectMiniType(InMiniType)
self.CurrMiniType = InMiniType;
DOREPONCE(self, "CurrMiniType");
end
function UGCGameState:OnRep_CurrMiniType()
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if self.CurrMiniType < 0 then
return ;
end
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if MiniGameManager ~= nil then
MiniGameManager:LoadMiniGame(self.CurrMiniType);
end
end
--- 发送 MiniGame RPC
---@param InFuncName string 函数名称
---@vararg any
function UGCGameState:SendMiniGameRPC(InFuncName, ...)
if IsServer then
UnrealNetwork.CallUnrealRPC_Multicast(self, "MiniGameReceiveRPC", InFuncName, true, ...);
else
UnrealNetwork.CallUnrealRPC(LocalPlayerController, self, "MiniGameReceiveRPC", InFuncName, false, ...);
end
end
--- Mini Game 接收到 RPC
---@param InFuncName string 函数名称
---@param SendFromServer bool 是否发自服务器
function UGCGameState:MiniGameReceiveRPC(InFuncName, SendFromServer, ...)
if table.hasFunc(MiniGameManager, InFuncName) then
table.func(MiniGameManager, InFuncName, ...)
else
if MiniGameManager ~= nil and MiniGameManager.CurrMiniMode then
table.func(MiniGameManager.CurrMiniMode, InFuncName, ...)
end
end
end
--- 小游戏需要同步的数据
UGCGameState.MiniInfo = {};
function UGCGameState:SetMiniInfo(InMiniInfo)
self.MiniInfo = InMiniInfo;
DOREPONCE(self, "MiniInfo");
end
function UGCGameState:OnRep_MiniInfo(InOld)
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if table.isEmpty(self.MiniInfo) then
return ;
end
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-- 发送出去
UGCLogSystem.LogTree(string.format("[UGCGameState:OnRep_MiniInfo] MiniInfo"), self.MiniInfo)
if MiniGameManager then
MiniGameManager.MiniInfo = self.MiniInfo;
MiniGameManager:OnRep_MiniInfo(InOld);
end
end
--- 获取 MiniGame 的数据
function UGCGameState:GetMiniInfo(Name)
if MiniGameManager then
return table.func(MiniGameManager, "GetMiniInfo", Name);
end
return nil;
end
--- 获取配置
function UGCGameState:GetMiniConfig(Name)
if MiniGameManager then
return table.func(MiniGameManager, "GetMiniInfo", Name);
end
return nil;
end
function UGCGameState:MiniFunc(InFuncName, ...)
UGCLogSystem.Log("[UGCGameState:MiniFunc] FuncName = %s", InFuncName)
if MiniGameManager then
UGCLogSystem.Log("[UGCGameState:MiniFunc] 执行")
return table.func(MiniGameManager, "DoMiniFunc", InFuncName, ...)
end
end
----------------------------------------- 自定义函数 -----------------------------------------
---显示TipsUI
function UGCGameState:ShowTipsUI(InStr, ...)
if IsServer then
UnrealNetwork.CallUnrealRPC_Multicast_Unreliable(self, "ShowTipsUI", string.format(InStr, ...));
else
UGCWidgetManagerSystem.ShowTipsUI(string.format(InStr, ...));
end
end
function UGCGameState:CustomLog(Color, InStr, ...)
if DefaultSettings.EnableTest then
if IsServer then
-- 组装一下
if self.CustomLogList == nil then
self.CustomLogList = {};
GlobalTickTool:AddTick(self, function(o, dt, st)
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if table.isEmpty(o.CustomLogList) then
return ;
end
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-- 发送 RPC
UnrealNetwork.CallUnrealRPC_Multicast(self, "CustomLog", o.CustomLogList);
o.CustomLogList = {};
end, 1);
end
-- 开始添加,然后启动函数
local Item = {
c = Color,
s = string.format('[Server]' .. string.format('[%0.1f]', UE.GetServerTime()) .. InStr:format(...)),
};
table.insert(self.CustomLogList, Item);
else
if type(Color) == 'table' then
WidgetManager:GetPanel(WidgetConfig.EUIType.Main, function(Widget)
Widget:AddLogItems(Color);
end);
else
local Params = { ... };
WidgetManager:GetPanel(WidgetConfig.EUIType.Main, function(Widget)
Widget:AddLogItem(Color, InStr, table.unpackTable(Params));
end);
end
end
end
end
return UGCGameState;