49 lines
1.4 KiB
Lua
49 lines
1.4 KiB
Lua
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local EventAction_GameEnd = {
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DelayOffDS = 3.;
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}
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-- 触发器激活时,将执行Action的Execute
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function EventAction_GameEnd:Execute(...)
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if UGCGameSystem.IsServer() then
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-- 停止请求玩家加入
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UGCGameSystem.StopPlayerJoin()
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self:SendUGCModeBattleResult()
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else
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end
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return true
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end
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-- 结算、关闭DS
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function EventAction_GameEnd:SendUGCModeBattleResult()
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-- 保存成就数据
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UGCEventSystem.SendEvent(EventEnum.AchievementSettlement)
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-- 向所有玩家发送结束协议
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local AllPlayerStates = UGCGameSystem.GetAllPlayerState()
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for _, PlayeState in pairs(AllPlayerStates) do
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if PlayeState then
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UGCGameSystem.SendPlayerSettlement(PlayeState.PlayerKey);
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UGCLogSystem.Log("[EventAction_GameEnd_SendUGCModeBattleResult] SendPlayerSettlement %d", PlayeState.PlayerKey)
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else
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UGCLogSystem.LogError("[EventAction_GameEnd_SendUGCModeBattleResult] PlayeState is nil !")
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end
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end
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-- 延迟关闭DS
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UGCEventSystem.SetTimer(
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UGCGameSystem.GameState,
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function()
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UGCGameSystem.SendModeCustomEvent("GameEndAgreement")
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UGCLogSystem.Log("[EventAction_GameEnd_SendUGCModeBattleResult] Close DS Finsh")
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end,
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self.DelayOffDS
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)
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--local AllPawn = UGCGameSystem.GetAllPlayerPawn()
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--for i, PlayerPawn in pairs(AllPawn) do
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-- PlayerPawn:K2_DestroyActor()
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--end
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end
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return EventAction_GameEnd
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