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2025-01-04 23:00:19 +08:00
---@class UGCPlayerController_C:BP_UGCPlayerController_C
--Edit Below--
---@type UGCPlayerController_C
local UGCPlayerController = {
NeedExePlayerIsFirstTimePlaying = false;
bAutoShowGuide = false;
DoOnceInit = false;
};
function UGCPlayerController:ReceiveBeginPlay()
self.SuperClass.ReceiveBeginPlay(self);
require("Script.Global.WidgetManager.WidgetManager")
-- 不要自动切换相机
self.bAutoManageActiveCameraTarget = false
if self:HasAuthority() then
else
self.InitHandle = UGCEventSystem.SetTimerLoop(self, self.Init, 0.1)
self:Init()
end
end
function UGCPlayerController:Init()
if self.DoOnceInit or UGCPlayerControllerSystem.GetTeamID(self) < 0 then return end
TipConfig.Init(self)
WidgetManager:Init()
self:ShowNowGameStateTypeUI()
self:ShowDefaultUI()
UnrealNetwork.CallUnrealRPC(self, UGCGameSystem.GameState, "Server_ControllerInitFinish", self.PlayerKey)
UGCEventSystem.AddListener(EventEnum.GameStateChange, self.GameStateChange, self)
UGCEventSystem.AddListener(EventEnum.PlayerDeathInfo, self.CameraMoveToKiller, self)
if self.InitHandle then
UGCEventSystem.StopTimer(self.InitHandle)
self.InitHandle = nil
end
self.DoOnceInit = true
end
function UGCPlayerController:ShowNowGameStateTypeUI()
if self:HasAuthority() then return end
if UGCGameSystem.GameState.GameStateType == CustomEnum.EGameState.Waiting then
WidgetManager:ShowPanel(WidgetConfig.EUIType.WaitingTime)
elseif UGCGameSystem.GameState.GameStateType == CustomEnum.EGameState.Playing then
UGCLogSystem.Log("[UGCPlayerController_ShowNowGameStateTypeUI] CloseWaitWidget")
WidgetManager:ClosePanel(WidgetConfig.EUIType.WaitingTime)
UGCEventSystem.SetTimer(self, self.AutoShowGuide, GlobalConfigs.GameSetting.ClientLoadMapTime)
--WidgetManager:ShowPanel(WidgetConfig.EUIType.TeamScore)
elseif UGCGameSystem.GameState.GameStateType == CustomEnum.EGameState.End then
WidgetManager:ShowPanel(WidgetConfig.EUIType.Settlement)
elseif UGCGameSystem.GameState.GameStateType == CustomEnum.EGameState.InsufficientNumberOfPeople then
WidgetManager:ShowPanel(WidgetConfig.EUIType.InsufficientNumberOfPeople)
end
end
-- 显示默认UI
function UGCPlayerController:ShowDefaultUI()
if self:HasAuthority() then return end
WidgetManager:ShowPanel(WidgetConfig.EUIType.DamageAnim, false)
WidgetManager:ShowPanel(WidgetConfig.EUIType.KillInfo, false)
WidgetManager:ShowPanel(WidgetConfig.EUIType.BroadcastMid, false)
--WidgetManager:ShowPanel(WidgetConfig.EUIType.SceneItemGuide, false)
-- WidgetManager:ShowPanel(WidgetConfig.EUIType.Shop, false)
WidgetManager:ShowPanel(WidgetConfig.EUIType.FightPanel, false)
UGCLogSystem.Log("[UGCPlayerController_ShowDefaultUI] Finish")
if self.NeedExePlayerIsFirstTimePlaying then
self:PlayerIsFirstTimePlaying()
end
end
-- 游戏模式改变
function UGCPlayerController:GameStateChange(NerwGameStateType)
if NerwGameStateType == CustomEnum.EGameState.End or NerwGameStateType == CustomEnum.EGameState.InsufficientNumberOfPeople then
-- 移除不可显示UI
UGCLogSystem.Log("[UGCPlayerController_GameStateChange]")
WidgetManager:DestroyPanel(WidgetConfig.EUIType.InvincibleTime)
WidgetManager:DestroyPanel(WidgetConfig.EUIType.WaitingTime)
end
self:ShowNowGameStateTypeUI()
end
function UGCPlayerController:Client_PlayerIsFirstTimePlaying()
if self:HasAuthority() then return end
UGCLogSystem.Log("[UGCGameState_Client_PlayerIsFirstTimePlaying]")
if WidgetManager.Initialized == false then
self.NeedExePlayerIsFirstTimePlaying = true
else
self:PlayerIsFirstTimePlaying()
end
end
--- 设置自动显示拍脸图
function UGCPlayerController:PlayerIsFirstTimePlaying()
if UGCGameSystem.GameState:GetGameStateType() == CustomEnum.EGameState.Waiting then
WidgetManager:ShowPanel(WidgetConfig.EUIType.Guide, false)
else
self.bAutoShowGuide = true
end
end
--- 根据是否为第一次进入该游戏进行判断
function UGCPlayerController:AutoShowGuide()
if self.bAutoShowGuide then
WidgetManager:ShowPanel(WidgetConfig.EUIType.Guide, false)
end
-- WidgetManager:ShowPanel(WidgetConfig.EUIType.SceneItemGuide, false);
end
function UGCPlayerController:CameraMoveToKiller(VictimKey, CauserKey)
if GlobalConfigs.GameSetting.EnableLerpCamera and VictimKey == self.PlayerKey then
local TrackCamera = UGCSystemLibrary.GetUniqueInstanceFromPath(UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneActor/BP_TrackKillerCamera.BP_TrackKillerCamera_C'))
--local KillerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(CauserKey)
--if UE.IsValid(KillerPawn) then
-- --KillerPawn.Camera:Activate();
-- --KillerPawn.CustomSpringArm:Activate();
-- self:SetViewTargetWithBlend(KillerPawn, 1.,EViewTargetBlendFunction.VTBlend_Linear, 0., false);
--end
if UE.IsValid(TrackCamera) then
self:SetViewTargetWithBlend(TrackCamera, 1.,EViewTargetBlendFunction.VTBlend_Linear, 0., false);
UGCLogSystem.Log("[UGCPlayerController_CameraMoveToKiller] Succeed")
else
UGCLogSystem.LogError("[UGCPlayerController_CameraMoveToKiller] TrackCamera is nil")
end
end
end
function UGCPlayerController:GetReplicatedProperties()
return
end
function UGCPlayerController:GetAvailableServerRPCs()
return
"Client_PlayerIsFirstTimePlaying"
end
return UGCPlayerController;