762 lines
26 KiB
Lua
762 lines
26 KiB
Lua
|
---@type FMiniGameManager
|
|||
|
local MiniGameManager = {};
|
|||
|
|
|||
|
---@private string 这是玩家选择的地图,按从前往后开始游玩
|
|||
|
MiniGameManager.ScriptPath = "Script.Blueprint.Mini.Script.Mini_";
|
|||
|
---@type table<int32, FMiniGameMapIndex> 当前所有玩家选择的地图
|
|||
|
MiniGameManager.SelectMaps = {};
|
|||
|
---@type FMiniGameMapIndex 当前选择的地图
|
|||
|
MiniGameManager.CurrSelectMap = nil;
|
|||
|
---@type UGCGameState_C 默认是 GameSate,如果不是可以在具体实例里面实现对应方法
|
|||
|
MiniGameManager.Owner = nil;
|
|||
|
---@type table<any> 游戏配置,对应着 MiniGameConfig[self.CurrSelectMap]
|
|||
|
MiniGameManager.GameConfig = nil;
|
|||
|
---@type MiniGameMode 当前小玩法的具体实现,统一入口出口管理
|
|||
|
MiniGameManager.CurrMiniMode = nil;
|
|||
|
---@type int32 目标小游戏数量,低于这个数量会自动添加到这个数量
|
|||
|
MiniGameManager.TargetMiniGameCount = 1;
|
|||
|
---@type MiniGameState 模式状态,可以在本实例和 CurrMiniMode 中获取
|
|||
|
MiniGameManager.State = 0;
|
|||
|
---@type table<PlayerKey, MiniGamePlayerDataItem> 玩家数据
|
|||
|
MiniGameManager.PlayerData = {};
|
|||
|
---@type table<int32, any> 小游戏需要同步的数据,会自动执行 OnRep_xxx 函数
|
|||
|
MiniGameManager.MiniInfo = {};
|
|||
|
|
|||
|
----------------------------------- 主要函数 -----------------------------------
|
|||
|
|
|||
|
--- 这是游戏启动,做一些初始化的操作即可
|
|||
|
function MiniGameManager:ReceiveBeginPlay(InOwner)
|
|||
|
UGCLogSystem.Log("[MiniGameManager:ReceiveBeginPlay] 执行成功 self = %s", tostring(self));
|
|||
|
self.Owner = InOwner;
|
|||
|
self.GameConfig = require('Script.Blueprint.Mini.MiniGameConfig')
|
|||
|
GlobalTickTool:AddTick(self, self.OnTick);
|
|||
|
UGCEventSystem.AddListener(EventTypes.ClientAlready, self.OnClientAlready, self)
|
|||
|
|
|||
|
if IsServer then
|
|||
|
self:SetState(MiniGameState.SELECT_GAMES);
|
|||
|
|
|||
|
GlobalTickTool:AddInternalCount(self, function(o, dt, ServerTime, t)
|
|||
|
o:OnMiniGameTimeCount(t);
|
|||
|
end, 1, MiniGameTimes.Active, self.OnGameStart);
|
|||
|
else
|
|||
|
-- 执行客户端逻辑
|
|||
|
self:MakeCachedMiniInfo();
|
|||
|
end
|
|||
|
|
|||
|
-- 组装一下具体函数
|
|||
|
self:MakeRepProps();
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:OnTick(InDeltaTime, InServerTime)
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:MakeRepProps()
|
|||
|
local Func = function(...) return { ... }; end
|
|||
|
local Props = Func(self:GetReplicatedProperties());
|
|||
|
if self.Props == nil then self.Props = {}; end
|
|||
|
for i, v in pairs(Props) do
|
|||
|
self.Props[v] = true;
|
|||
|
end
|
|||
|
UGCLogSystem.LogTree(string.format("[MiniGameManager:MakeRepProps] self.Props ="), self.Props);
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:IsRepProp(InName)
|
|||
|
return self.Props[InName] == true;
|
|||
|
end
|
|||
|
|
|||
|
--- 本身需要同步的数据放进来
|
|||
|
function MiniGameManager:GetReplicatedProperties()
|
|||
|
return "State"
|
|||
|
, "SelectMaps"
|
|||
|
, "CurrSelectMap"
|
|||
|
end
|
|||
|
|
|||
|
--- 客户端准备好了,此时开始有 ServerTime
|
|||
|
function MiniGameManager:OnClientAlready()
|
|||
|
-- 显示
|
|||
|
if IsClient then
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnGameBegin] 显示 UI")
|
|||
|
--WidgetManager:ShowPanel(WidgetConfig.EUIType.SelectMap, false);
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--- 可以改变任意时刻的时间
|
|||
|
function MiniGameManager:ChangeTime(InTime)
|
|||
|
GlobalTickTool:UpdateInternalCount(self, InTime);
|
|||
|
end
|
|||
|
|
|||
|
--- 准备结束
|
|||
|
function MiniGameManager:OnPrepareEnd()
|
|||
|
if IsServer then
|
|||
|
self:SetMiniInfo();
|
|||
|
end
|
|||
|
table.func(self.CurrMiniMode, "OnPrepareEnd")
|
|||
|
self:OnMiniRoundPrepare();
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:SendRPC(InRPCName, ...)
|
|||
|
UGCLogSystem.Log("[MiniGameManager:SendRPC] InRPCName = %s", InRPCName);
|
|||
|
self.Owner:SendMiniGameRPC(InRPCName, ...);
|
|||
|
end
|
|||
|
|
|||
|
--- 当游戏激活之时
|
|||
|
function MiniGameManager:OnGameActive()
|
|||
|
-- 这个函数几乎是紧挨着 ReceiveBeginPlay 之后执行
|
|||
|
end
|
|||
|
|
|||
|
--- 在游戏进行之前执行
|
|||
|
---@param InTime int32 从游戏开始到游戏正式开始的倒计时
|
|||
|
function MiniGameManager:OnBeforeGameStart(InTime)
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnBeforeGameStart] InTime = %s", tostring(InTime));
|
|||
|
if InTime == 2 then
|
|||
|
-- 玩家死亡重生
|
|||
|
GameState:BeforeReset(InTime);
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--- 游戏正式开始
|
|||
|
function MiniGameManager:OnGameStart()
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnGameStart] 执行")
|
|||
|
if IsServer then
|
|||
|
-- 检查当前选择的地图是否小于对应数量,如果小于,那么就随机选择为选择的
|
|||
|
-- 获取选择了的
|
|||
|
if table.getCount(MiniGameConfig) == 1 then
|
|||
|
for i, v in pairs(MiniGameConfig) do
|
|||
|
table.insert(self.SelectMaps, i);
|
|||
|
end
|
|||
|
else
|
|||
|
local SortTable = self.Owner:SortMapData();
|
|||
|
for i, v in pairs(SortTable) do table.insert(self.SelectMaps, v.Index); end
|
|||
|
end
|
|||
|
local NeedCount = self.TargetMiniGameCount - table.getCount(self.SelectMaps);
|
|||
|
if NeedCount > 0 then
|
|||
|
for i = 1, NeedCount do table.insert(self.SelectMaps, math.random(table.getCount(MiniGameConfig))) end
|
|||
|
end
|
|||
|
|
|||
|
UGCLogSystem.LogTree(string.format("[MiniGameManager:OnGameStart] self.SelectMaps ="), self.SelectMaps)
|
|||
|
-- 表示如果第一个加载不成,那么就依次完后加载,直到全部加载都不行
|
|||
|
local bSuccess = false;
|
|||
|
repeat bSuccess = self:LoadMiniGame() until bSuccess or table.isEmpty(self.SelectMaps);
|
|||
|
if not bSuccess then self:OnGameEnd(); end
|
|||
|
else
|
|||
|
WidgetManager:ClosePanel(WidgetConfig.EUIType.SelectMap);
|
|||
|
WidgetManager:ShowPanel(WidgetConfig.EUIType.Main, false);
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:OnGameEnd()
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnGameEnd] 游戏结束")
|
|||
|
if IsServer then
|
|||
|
self:SetState(MiniGameState.ENDED);
|
|||
|
LuaQuickFireEvent("GameEnd", self.Owner);
|
|||
|
else
|
|||
|
-- 显示结算界面
|
|||
|
WidgetManager:ShowPanel(WidgetConfig.EUIType.GameEnd, false);
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
---@param InMiniType MiniGameMapType Mini 游戏类型,只会在客户端存在
|
|||
|
function MiniGameManager:LoadMiniGame(InMiniType)
|
|||
|
if IsServer then
|
|||
|
self:SetState(MiniGameState.MINI_PREPARE);
|
|||
|
--LuaQuickFireEvent("AllPlayerReset", self.Owner);
|
|||
|
self:AllPlayerRespawn();
|
|||
|
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] 执行")
|
|||
|
if table.isEmpty(self.SelectMaps) then return false; end
|
|||
|
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] 开始执行流程")
|
|||
|
self.CurrSelectMap = self.SelectMaps[1];
|
|||
|
if self.CurrSelectMap == nil then return false; end
|
|||
|
table.remove(self.SelectMaps, 1);
|
|||
|
-- 加载 CurrMiniMode
|
|||
|
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] 加载 Mini Mode")
|
|||
|
self.CurrMiniMode = require(self.ScriptPath .. self.GameConfig[self.CurrSelectMap].Script);
|
|||
|
if self.CurrMiniMode == nil then return false; end
|
|||
|
if not table.func(self.CurrMiniMode, "Init", self, table.unpackTable(self.GameConfig[self.CurrSelectMap].Params)) then return false; end
|
|||
|
GlobalMiniMode = self.CurrMiniMode;
|
|||
|
self:LoadMap(self.CurrSelectMap);
|
|||
|
-- 发送到客户端表示当前已经同步了
|
|||
|
self.Owner:SelectMiniType(self.CurrSelectMap);
|
|||
|
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] Mini Mode 加载成功")
|
|||
|
self:CurrMiniModeInit();
|
|||
|
if self.CurrMiniMode.RoundTimes == nil then self.CurrMiniMode.RoundTimes = 1; end
|
|||
|
self:SetRoundTimes(self.CurrMiniMode.RoundTimes);
|
|||
|
-- 这个是玩法的小局准备
|
|||
|
local Times = self.GameConfig[self.CurrSelectMap].MiniGameTimes
|
|||
|
local Time = 0;
|
|||
|
if Times ~= nil and Times.Prepare ~= nil then
|
|||
|
Time = Times.Prepare;
|
|||
|
else
|
|||
|
Time = MiniGameTimes.Prepare;
|
|||
|
end
|
|||
|
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] Time = %s", tostring(Time))
|
|||
|
GlobalTickTool:AddInternalCount(self, function(o, dt, ServerTime, t)
|
|||
|
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] Time Internal = %s", tostring(t));
|
|||
|
o:OnMiniGameTimeCount(t);
|
|||
|
end, 1, Time, self.OnPrepareEnd);
|
|||
|
|
|||
|
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] 全部加载完成")
|
|||
|
return true;
|
|||
|
else
|
|||
|
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] 客户端加载")
|
|||
|
self.CurrSelectMap = InMiniType;
|
|||
|
self.CurrMiniMode = require(self.ScriptPath .. self.GameConfig[self.CurrSelectMap].Script);
|
|||
|
if self.CurrMiniMode == nil then return; end
|
|||
|
table.func(self.CurrMiniMode, "Init", self, table.unpackTable(self.GameConfig[self.CurrSelectMap].Params))
|
|||
|
self:CurrMiniModeInit();
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--- 服务器客户端初始化的共同操作
|
|||
|
function MiniGameManager:CurrMiniModeInit()
|
|||
|
--- 默认设置一些变量供使用或者驱动
|
|||
|
self.CurrMiniMode.Owner = self;
|
|||
|
self.CurrMiniMode.MapIndex = self.CurrSelectMap;
|
|||
|
self.CurrMiniMode.CreateTime = UE.GetServerTime();
|
|||
|
self.CurrMiniMode.bGameEnd = false;
|
|||
|
self.CurrMiniMode.RoundTimes = self.GameConfig[self.CurrSelectMap].RoundTimes;
|
|||
|
self.CurrMiniMode.bCanRespawn = self.GameConfig[self.CurrSelectMap].bCanRespawn; -- 是否可以重生
|
|||
|
|
|||
|
for i, v in pairs(self.MiniInfo) do
|
|||
|
if type(v) == 'table' then
|
|||
|
self.CurrMiniMode[i] = TableHelper.DeepCopyTable(v);
|
|||
|
else
|
|||
|
self.CurrMiniMode[i] = v;
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
UGCLogSystem.Log("[MiniGameManager:CurrMiniModeInit] 开始加载地图")
|
|||
|
-- 加载 Tick
|
|||
|
GlobalTickTool:AddTick(self.CurrMiniMode, self.CurrMiniMode.OnTick, 0, function(o)
|
|||
|
return not (o.bEnableTick == false);
|
|||
|
end);
|
|||
|
-- 进入准备
|
|||
|
table.func(self.CurrMiniMode, "OnPrepare");
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:UnLoadMiniGame()
|
|||
|
-- 先取消上一个的
|
|||
|
if IsServer then
|
|||
|
if self.CurrMiniMode ~= nil then
|
|||
|
GlobalTickTool:RemoveAll(self.CurrMiniMode);
|
|||
|
-- 然后赶紧除去地图并且加载
|
|||
|
self:UnLoadMap();
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:OnMiniGameTimeCount(InVal)
|
|||
|
--UGCLogSystem.Log("[MiniGameManager:OnMiniGameTimeCount] InVal = %s", tostring(InVal));
|
|||
|
if IsServer then
|
|||
|
InVal = math.floor(InVal);
|
|||
|
--- 执行
|
|||
|
self.Owner:OnGameProgress_Tick(InVal);
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:OnMiniGameEnd()
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnMiniGameEnd] ")
|
|||
|
local Times = self.GameConfig[self.CurrSelectMap].MiniGameTimes;
|
|||
|
local Time = 0;
|
|||
|
if Times and Times.MiniGameEnd then
|
|||
|
Time = Times.MiniGameEnd;
|
|||
|
else
|
|||
|
Time = MiniGameTimes.MiniGameEnd;
|
|||
|
end
|
|||
|
-- 从小局中取出来
|
|||
|
self.MiniInfo.Scores = table.func(self.CurrMiniMode, "GetScore")
|
|||
|
table.func(self.CurrMiniMode, "OnGameEnd", self.MiniInfo.Scores);
|
|||
|
self:SetMiniInfo();
|
|||
|
GlobalTickTool:AddInternalCount(self, function(o, dt, ServerTime, t)
|
|||
|
o:OnMiniGameTimeCount(t);
|
|||
|
end, 1, Time, self.OnMiniGameSwitch);
|
|||
|
self:SetState(MiniGameState.MINI_END);
|
|||
|
end
|
|||
|
|
|||
|
--- 切换到下一个 MiniGame
|
|||
|
function MiniGameManager:OnMiniGameSwitch()
|
|||
|
-- 检查是否还有下一个了
|
|||
|
if table.isEmpty(self.SelectMaps) then
|
|||
|
self:OnGameEnd();
|
|||
|
return;
|
|||
|
end
|
|||
|
self:UnLoadMiniGame();
|
|||
|
self:LoadMiniGame();
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:SetState(InState)
|
|||
|
if IsServer then
|
|||
|
self.State = InState;
|
|||
|
self.MiniInfo.State = InState;
|
|||
|
UGCLogSystem.Log("[MiniGameManager:SetState] CurrState = %s", TableHelper.printEnum(MiniGameState, self.State));
|
|||
|
self:SetMiniInfo();
|
|||
|
table.func(self.CurrMiniMode, 'SetState', InState);
|
|||
|
if self.CurrMiniMode ~= nil then
|
|||
|
self.CurrMiniMode.State = InState;
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:SetRoundTimes(InTimes)
|
|||
|
if IsServer then
|
|||
|
self.MiniInfo.RoundTimes = InTimes;
|
|||
|
self:SetMiniInfo();
|
|||
|
if self.CurrMiniMode ~= nil then
|
|||
|
self.CurrMiniMode.RoundTimes = InTimes;
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:OnRep_RoundTimes(InOld)
|
|||
|
if self.CurrMiniMode ~= nil then
|
|||
|
self.CurrMiniMode.RoundTimes = self.MiniInfo.RoundTimes;
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:OnRep_State(InOld)
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnRep_State] self.State = %s, StateName = %s", tostring(self.MiniInfo.State), TableHelper.printEnum(MiniGameState, self.State));
|
|||
|
self.State = self.MiniInfo.State;
|
|||
|
UGCEventSystem.SendEvent(EventTypes.MiniStateChange, self.State);
|
|||
|
if self.State == MiniGameState.MINI_PREPARE then
|
|||
|
elseif self.State == MiniGameState.ROUND_PREPARE then
|
|||
|
self:OnPrepareEnd();
|
|||
|
elseif self.State == MiniGameState.ROUND_GAMING then
|
|||
|
self:OnMiniRoundFormalStart();
|
|||
|
elseif self.State == MiniGameState.ROUND_END then
|
|||
|
self:OnMiniRoundEnd();
|
|||
|
elseif self.State == MiniGameState.MINI_END then
|
|||
|
self:OnMiniGameEnd();
|
|||
|
elseif self.State == MiniGameState.ENDED then
|
|||
|
self:OnGameEnd();
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--- 设置同步 MiniInfo,
|
|||
|
function MiniGameManager:SetMiniInfo()
|
|||
|
self.Owner:SetMiniInfo(self.MiniInfo);
|
|||
|
end
|
|||
|
|
|||
|
--- 设置游戏数据
|
|||
|
---@vararg
|
|||
|
function MiniGameManager:SetGameInfo(InName, InInfo, ...)
|
|||
|
UGCLogSystem.LogTree(string.format("[MiniGameManager:SetGameInfo] InInfo ="), InInfo)
|
|||
|
self.MiniInfo[InName] = InInfo;
|
|||
|
self:SetMiniInfo();
|
|||
|
end
|
|||
|
|
|||
|
----------------------------------- 地图函数 -----------------------------------
|
|||
|
|
|||
|
MiniGameManager.CurrLoadMapName = nil;
|
|||
|
|
|||
|
--- 加载地图
|
|||
|
function MiniGameManager:LoadMap(InIndex)
|
|||
|
-- 检查当前是什么东西,如果是随机的话
|
|||
|
local MapNames = MiniGameConfig[InIndex].Map.MapName;
|
|||
|
local LoadMap = "";
|
|||
|
if type(MapNames) == 'table' then
|
|||
|
local Total = 0;
|
|||
|
local Maps = {};
|
|||
|
for Name, Rate in pairs(MapNames) do
|
|||
|
if type(Name) == 'string' then
|
|||
|
Total = Total + Rate;
|
|||
|
table.insert(Maps, {
|
|||
|
Name = Name,
|
|||
|
Rate = Rate,
|
|||
|
});
|
|||
|
elseif type(Name) == 'int32' then
|
|||
|
table.insert(Maps, {
|
|||
|
Name = Rate,
|
|||
|
Rate = 1,
|
|||
|
})
|
|||
|
end
|
|||
|
end
|
|||
|
local MapCount = table.getCount(Maps);
|
|||
|
if Total == 0 then
|
|||
|
-- 从这两个中随机一个
|
|||
|
LoadMap = Maps[math.random(MapCount)].Name;
|
|||
|
else
|
|||
|
local RandomNum = math.pop() * Total;
|
|||
|
for i = 1, table.getCount(Maps) do
|
|||
|
RandomNum = RandomNum - Maps[i].Rate;
|
|||
|
if RandomNum <= 0 then
|
|||
|
LoadMap = Maps[i].Name;
|
|||
|
break;
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
elseif type(MapNames) == 'string' then
|
|||
|
LoadMap = MapNames;
|
|||
|
end
|
|||
|
UGCLogSystem.Log("[MiniGameManager:LoadMap] 加载的地图:%s", LoadMap);
|
|||
|
self.CurrLoadMapName = LoadMap;
|
|||
|
self.Owner:LoadMap({ LoadMap });
|
|||
|
end
|
|||
|
|
|||
|
--- 完成加载地图
|
|||
|
function MiniGameManager:OnMapLoadComplete()
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnMapLoadComplete] 地图加载完成")
|
|||
|
if IsServer then
|
|||
|
--self:AllPlayerRespawn()
|
|||
|
LuaQuickFireEvent("AllPlayerReset", self.Owner);
|
|||
|
end
|
|||
|
self:OnMapLoaded();
|
|||
|
end
|
|||
|
|
|||
|
--- 加载地图
|
|||
|
function MiniGameManager:OnMapLoaded()
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnMapLoaded] 加载地图成功")
|
|||
|
table.func(self.CurrMiniMode, "OnAlready");
|
|||
|
if IsClient then
|
|||
|
-- 加载是否有 GodCamera
|
|||
|
self.CurrMiniMode.GodCamera = UE.FindActorByClass(ObjectPath.BP_GodCamera)
|
|||
|
else
|
|||
|
-- 此时直接执行
|
|||
|
UGCLogSystem.Log("[UGCGameState:OnGameStart] 开始准备刷毒圈")
|
|||
|
PoisonManager:Toggle(true);
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--- 卸载地图
|
|||
|
function MiniGameManager:UnLoadMap()
|
|||
|
-- 然后过一会再重新加载地图
|
|||
|
self.Owner:UnloadMap({ self.CurrLoadMapName });
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:OnMapUnLoadedComplete()
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnMapUnLoadedComplete] 异步卸载地图完成")
|
|||
|
end
|
|||
|
|
|||
|
--- 玩家选择地图
|
|||
|
function MiniGameManager:OnPlayerSelectMap(InPlayer, InMapIndex)
|
|||
|
if IsServer then
|
|||
|
table.insert(self.SelectMaps, InMapIndex);
|
|||
|
-- 发送 RPC
|
|||
|
self:SendRPC("OnPlayerSelectMap", self.SelectMaps)
|
|||
|
else
|
|||
|
UGCEventSystem.SendEvent(EventTypes.MiniGame_SelectMap, self.SelectMaps);
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
----------------------------------- 回合函数 -----------------------------------
|
|||
|
--- 开启小局
|
|||
|
function MiniGameManager:OnMiniRoundPrepare()
|
|||
|
-- 小局次数 - 1
|
|||
|
if IsServer then
|
|||
|
local Times = self.GameConfig[self.CurrSelectMap].MiniGameTimes;
|
|||
|
local Time = (Times == nil or Times.Prepare == nil) and MiniGameTimes.RoundPrepare or Times.Prepare;
|
|||
|
GlobalTickTool:AddInternalCount(self, function(o, dt, ServerTime, t)
|
|||
|
local InTime = t;
|
|||
|
if Time > 0 then InTime = Time - t end
|
|||
|
o:OnMiniGameTimeCount(InTime)
|
|||
|
self:OnBeforeGameStart(t);
|
|||
|
end, 1, Time, self.OnMiniRoundFormalStart);
|
|||
|
self.CurrMiniMode.RoundTimes = self.CurrMiniMode.RoundTimes - 1;
|
|||
|
self.CurrMiniMode.bGameEnd = false;
|
|||
|
self:SetState(MiniGameState.ROUND_PREPARE);
|
|||
|
self:SetRoundTimes(self.CurrMiniMode.RoundTimes);
|
|||
|
else
|
|||
|
-- 看看是否要执行什么
|
|||
|
end
|
|||
|
table.func(self.CurrMiniMode, "OnRoundStart", self:GetCurrRoundTimes());
|
|||
|
end
|
|||
|
|
|||
|
--- 小局正式开始
|
|||
|
function MiniGameManager:OnMiniRoundFormalStart()
|
|||
|
-- 这是正式开启了
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnMiniRoundFormalStart] 正式开始游戏")
|
|||
|
if IsServer then
|
|||
|
-- 启动计时,让小游戏有一个时限
|
|||
|
local TotalTime = self.GameConfig[self.CurrSelectMap].GameTime;
|
|||
|
GlobalTickTool:AddInternalCount(self, function(o, dt, ServerTime, t)
|
|||
|
local InTime = t;
|
|||
|
if TotalTime > 0 then InTime = TotalTime - t end
|
|||
|
o:OnMiniGameTimeCount(InTime);
|
|||
|
end, 1., math.abs(TotalTime), self.OnMiniRoundEnd, function(o) return o.CurrMiniMode.bGameEnd; end);
|
|||
|
self:SetState(MiniGameState.ROUND_GAMING);
|
|||
|
-- 解除玩家封禁状态
|
|||
|
self:SetAllPawnsCanMove(true);
|
|||
|
else
|
|||
|
-- 是否显示 “回合正式开始!”
|
|||
|
end
|
|||
|
table.func(self.CurrMiniMode, "OnRoundFormalStart", self:GetCurrRoundTimes());
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:OnMiniRoundEnd()
|
|||
|
-- 通知结束了
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnMiniRoundEnd] 结束")
|
|||
|
local Winner = 0;
|
|||
|
if IsServer then
|
|||
|
local Times = self.GameConfig[self.CurrSelectMap].MiniGameTimes;
|
|||
|
local Time = 0;
|
|||
|
if Times and Times.RoundEnd then
|
|||
|
Time = Times.RoundEnd;
|
|||
|
else
|
|||
|
Time = MiniGameTimes.RoundEnd;
|
|||
|
end
|
|||
|
if self.CurrMiniMode.RoundTimes <= 0 then
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnMiniRoundEnd] 回合结束")
|
|||
|
GlobalTickTool:AddInternalCount(self, function(o, dt, ServerTime, t)
|
|||
|
o:OnMiniGameTimeCount(t);
|
|||
|
end, 1, Time, self.OnMiniGameEnd);
|
|||
|
else
|
|||
|
-- 继续
|
|||
|
-- 开始计时
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnMiniRoundEnd] 下一小局开始")
|
|||
|
GlobalTickTool:AddInternalCount(self, function(o, dt, ServerTime, t)
|
|||
|
o:OnMiniGameTimeCount(t);
|
|||
|
end, 1, Time, self.OnMiniRoundPrepare);
|
|||
|
end
|
|||
|
self.MiniInfo.RoundWinner = table.func(self.CurrMiniMode, "GetRoundWinner", self:GetCurrRoundTimes());
|
|||
|
Winner = self.MiniInfo.RoundWinner;
|
|||
|
self:SetState(MiniGameState.ROUND_END);
|
|||
|
-- 检查是否需要关闭
|
|||
|
self:SetAllPawnsCanMove(false);
|
|||
|
else
|
|||
|
-- 显示回合成功或者失败,执行到此一定可以拿到Winner是谁
|
|||
|
-- 直接获取 Winner
|
|||
|
Winner = self.MiniInfo.RoundWinner
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnMiniRoundEnd] RoundWinner = %s", tostring(Winner));
|
|||
|
-- 显示 UI
|
|||
|
end
|
|||
|
|
|||
|
table.func(self.CurrMiniMode, "OnRoundEnd", self:GetCurrRoundTimes(), Winner);
|
|||
|
end
|
|||
|
|
|||
|
----------------------------------- 玩家函数 -----------------------------------
|
|||
|
--- 当添加玩家的时候执行
|
|||
|
function MiniGameManager:OnPlayerLogin(InPlayerKey)
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnPlayerLogin] 玩家:%d 登录", InPlayerKey);
|
|||
|
self.Owner.PlayerData[InPlayerKey] = {
|
|||
|
PlayerKey = InPlayerKey,
|
|||
|
Score = 0,
|
|||
|
IsConnect = true,
|
|||
|
MVPTimes = 0,
|
|||
|
};
|
|||
|
-- 如何发送到客户端呢?
|
|||
|
DOREPONCE(self.Owner, "PlayerData")
|
|||
|
end
|
|||
|
|
|||
|
---@param PlayerStartList table<TeamId, table<int32, APlayerStart>>
|
|||
|
---@param Controller UGCPlayerController_C
|
|||
|
function MiniGameManager:SelectPlayerStart(PlayerStartList, Controller)
|
|||
|
return table.func(self.CurrMiniMode, 'SelectPlayerStart', PlayerStartList, Controller);
|
|||
|
end
|
|||
|
|
|||
|
--- 当玩家退出的时候执行
|
|||
|
function MiniGameManager:OnPlayerLeave(InPlayerKey)
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnPlayerLeave] 玩家:%d 登出", InPlayerKey);
|
|||
|
self.Owner.PlayerData[InPlayerKey].IsConnect = false;
|
|||
|
DOREPONCE(self.Owner, "PlayerData");
|
|||
|
end
|
|||
|
|
|||
|
--- S & C 玩家在加载好之后进行的初始化操作
|
|||
|
function MiniGameManager:OnPawnInit(Pawn)
|
|||
|
if IsServer then
|
|||
|
UGCLogSystem.LogTree(string.format("[MiniGameManager:OnPawnInit] self.GameConfig ="), self.GameConfig)
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnPawnInit] self.CurrSelectMap = %s", tostring(self.CurrSelectMap))
|
|||
|
if self.CurrSelectMap == nil then return; end
|
|||
|
local Weapons = self.GameConfig[self.CurrSelectMap].InitWeapons;
|
|||
|
UGCLogSystem.LogTree(string.format("[MiniGameManager:OnPawnInit] Weapons ="), Weapons)
|
|||
|
if not table.isEmpty(Weapons) then Pawn:AddInitItems(Weapons); end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--- 修改伤害函数
|
|||
|
---@param DamagedActor UGCPlayerPawn_C
|
|||
|
---@param Damage float
|
|||
|
---@param DamageType EDamageType
|
|||
|
---@param EventInstigator UGCPlayerController_C
|
|||
|
function MiniGameManager:OnPlayerDamage(DamagedActor, Damage, DamageType, EventInstigator)
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnPlayerDamage] DamagedActor = %s, Damage = %f", UE.GetName(DamagedActor), Damage);
|
|||
|
local CalDamage = table.func(self.CurrMiniMode, 'OnPlayerTakeDamage', DamagedActor, Damage, DamageType, EventInstigator)
|
|||
|
if CalDamage == nil then return Damage; end
|
|||
|
return CalDamage;
|
|||
|
end
|
|||
|
|
|||
|
--- S & C 接受到伤害函数
|
|||
|
function MiniGameManager:BPReceiveDamage(DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser)
|
|||
|
if IsServer then
|
|||
|
table.func(self.CurrMiniMode, 'BPReceiveDamage', DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--- 当玩家死亡
|
|||
|
---@param DeadPlayerKey PlayerKey
|
|||
|
---@param KillerPlayerKey PlayerKey
|
|||
|
function MiniGameManager:OnPlayerDead(DeadPlayerKey, KillerPlayerKey)
|
|||
|
table.func(self.CurrMiniMode, 'OnPlayerDead', DeadPlayerKey, KillerPlayerKey);
|
|||
|
if IsServer then
|
|||
|
-- 发送 RPC
|
|||
|
self:SendRPC("OnPlayerDead", DeadPlayerKey, KillerPlayerKey);
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:OnPlayerRespawn(InPlayerKey)
|
|||
|
table.func(self.CurrMiniMode, "OnPlayerRespawn", InPlayerKey)
|
|||
|
|
|||
|
if LocalPlayerKey == InPlayerKey then
|
|||
|
UGCLogSystem.Log("[MiniGameManager:OnPlayerRespawn] 执行")
|
|||
|
--UGCEventSystem.SetTimer(self.Owner, function()
|
|||
|
-- self.Owner:LoadMinimap(self.CurrLoadMapName);
|
|||
|
--end, 1);
|
|||
|
self.Owner:LoadMinimap(self.CurrLoadMapName);
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:OnPlayerPossessed(Pawn, NewController)
|
|||
|
-- 检查是否有初始武器,如果有,那么直接添加
|
|||
|
if self.CurrSelectMap == nil or self.CurrMiniMode == nil then return; end
|
|||
|
if self.GameConfig[self.CurrSelectMap].IsPlayerStunPrepare then
|
|||
|
NewController:SetCanMove(false);
|
|||
|
end
|
|||
|
table.func(self.CurrMiniMode, "OnPlayerPossessed", Pawn, NewController);
|
|||
|
end
|
|||
|
|
|||
|
--- 服务器/客户端收到伤害数据
|
|||
|
---@param DamagedPawn UGCPlayerPawn_C
|
|||
|
---@param Damage float
|
|||
|
---@param DamageType UDamageType
|
|||
|
---@param InstigatedBy UGCPlayerController_C
|
|||
|
---@param DamageCauser AActor
|
|||
|
function MiniGameManager:ReceiveDamage(DamagedPawn, Damage, DamageType, InstigatedBy, DamageCauser)
|
|||
|
UGCLogSystem.Log("[MiniGameManager:ReceiveDamage] 收到伤害")
|
|||
|
table.func(self.CurrMiniMode, "ReceiveDamage", DamagedPawn, Damage, DamageType, InstigatedBy, DamageCauser);
|
|||
|
end
|
|||
|
|
|||
|
---@param InPawn UGCPlayerPawn_C
|
|||
|
---@param Weapon ASTExtraWeapon
|
|||
|
function MiniGameManager:OnPlayerGetWeapon(InPawn, Weapon)
|
|||
|
if self.CurrMiniMode then
|
|||
|
table.func(self.CurrMiniMode, "OnPlayerGetWeapon", InPawn, Weapon);
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
------------------------------------ 获取函数 ------------------------------------
|
|||
|
--- 获取当前模式
|
|||
|
function MiniGameManager:GetCurrentMode() return self.CurrMiniMode; end
|
|||
|
--- 获取当前地图名
|
|||
|
function MiniGameManager:GetCurrLevel() return self.GameConfig[self.CurrSelectMap].Map.MapName; end
|
|||
|
--- 获取当前显示地图名称
|
|||
|
function MiniGameManager:GetShowName() return self.GameConfig[self.CurrSelectMap].Map.ShowName; end
|
|||
|
--- 获取当前是第几回合
|
|||
|
function MiniGameManager:GetCurrRoundTimes()
|
|||
|
if table.isEmpty(self.GameConfig) or self.CurrSelectMap == nil or table.isEmpty(self.GameConfig[self.CurrSelectMap]) then
|
|||
|
return 1;
|
|||
|
end
|
|||
|
if self.GameConfig[self.CurrSelectMap].RoundTimes == nil then
|
|||
|
return 1;
|
|||
|
else
|
|||
|
return self.GameConfig[self.CurrSelectMap].RoundTimes - self.CurrMiniMode.RoundTimes;
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
------------------------------------ 给予函数 ------------------------------------
|
|||
|
--- 所有玩家死亡
|
|||
|
function MiniGameManager:AllPlayerDead()
|
|||
|
for i, v in pairs(UGCGameSystem.GetAllPlayerPawn()) do
|
|||
|
if v:IsAlive() then v:K2_DestroyActor(); end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--- 所有玩家重生
|
|||
|
function MiniGameManager:AllPlayerRespawn(InTime)
|
|||
|
UGCEventSystem.SetTimer(self.Owner, function()
|
|||
|
for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do
|
|||
|
UE.RespawnPlayer(v.PlayerKey);
|
|||
|
end
|
|||
|
end, InTime);
|
|||
|
end
|
|||
|
|
|||
|
---@param InPawn UGCPlayerPawn_C
|
|||
|
---@param InState EPawnState
|
|||
|
function MiniGameManager:SetPawnState(InPawn, InState, IsSet)
|
|||
|
if IsSet then
|
|||
|
UGCPawnSystem.EnterPawnState(InPawn, InState)
|
|||
|
else
|
|||
|
UGCPawnSystem.LeavePawnState(InPawn, InState)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function MiniGameManager:SetAllPawnsCanMove(IsCan)
|
|||
|
if self.CurrSelectMap == nil then return; end
|
|||
|
if table.isEmpty(self.GameConfig) then return; end
|
|||
|
if table.isEmpty(self.GameConfig[self.CurrSelectMap]) then return; end
|
|||
|
if not self.GameConfig[self.CurrSelectMap].IsPlayerStunPrepare then return; end
|
|||
|
|
|||
|
for i, v in pairs(UGCGameSystem.GetAllPlayerController()) do v:SetCanMove(IsCan); end
|
|||
|
end
|
|||
|
|
|||
|
--- 这个需要放在 GameState 中进行更改
|
|||
|
function MiniGameManager:DOREPONCE(k, v)
|
|||
|
self.Owner[k] = v;
|
|||
|
DOREPONCE(self.Owner, k);
|
|||
|
end
|
|||
|
|
|||
|
MiniGameManager.CachedMiniInfo = {};
|
|||
|
|
|||
|
--- 缓存一份
|
|||
|
function MiniGameManager:MakeCachedMiniInfo()
|
|||
|
if self.CachedMiniInfo.State == nil then
|
|||
|
self.CachedMiniInfo.State = MiniGameState.NON_START;
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--- 属性同步,对比是否不同,只有不同的会进行 OnRep_ 否则就不会进行。
|
|||
|
function MiniGameManager:OnRep_MiniInfo(InOld)
|
|||
|
UGCLogSystem.LogTree(string.format("[MiniGameManager:OnRep_MiniInfo] self.MiniInfo ="), self.MiniInfo)
|
|||
|
UGCLogSystem.LogTree(string.format("[MiniGameManager:OnRep_MiniInfo] self.CachedMiniInfo Begin ="), self.CachedMiniInfo)
|
|||
|
self.State = self.MiniInfo.State;
|
|||
|
for i, v in pairs(self.MiniInfo) do
|
|||
|
-- 如果发生改变再执行对应的 OnRep
|
|||
|
if type(v) == 'table' then
|
|||
|
-- 比较一下这两者有什么不同
|
|||
|
if not table.compare(v, self.CachedMiniInfo[i]) then
|
|||
|
-- 更新一下
|
|||
|
if self:IsRepProp(tostring(i)) then
|
|||
|
table.func(self, "OnRep_" .. tostring(i), self.CachedMiniInfo[i]);
|
|||
|
end
|
|||
|
if self.CurrMiniMode ~= nil then
|
|||
|
self.CurrMiniMode[i] = TableHelper.DeepCopyTable(v);
|
|||
|
table.func(self.CurrMiniMode, "OnRep_" .. tostring(i), self.CachedMiniInfo[i]);
|
|||
|
end
|
|||
|
end
|
|||
|
else
|
|||
|
if self.CachedMiniInfo[i] ~= v then
|
|||
|
if self:IsRepProp(tostring(i)) then
|
|||
|
table.func(self, "OnRep_" .. tostring(i), self.CachedMiniInfo[i]);
|
|||
|
end
|
|||
|
if self.CurrMiniMode ~= nil then
|
|||
|
self.CurrMiniMode[i] = v;
|
|||
|
table.func(self.CurrMiniMode, "OnRep_" .. tostring(i), self.CachedMiniInfo[i]);
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
self.CachedMiniInfo[i] = nil;
|
|||
|
end
|
|||
|
UGCLogSystem.LogTree(string.format("[MiniGameManager:OnRep_MiniInfo] self.CachedMiniInfo End ="), self.CachedMiniInfo)
|
|||
|
-- 检查是否有多余的
|
|||
|
for i, v in pairs(self.CachedMiniInfo) do
|
|||
|
if self:IsRepProp(tostring(i)) then
|
|||
|
table.func(self, "OnRep_" .. tostring(i), v);
|
|||
|
end
|
|||
|
if self.CurrMiniMode ~= nil then
|
|||
|
self.CurrMiniMode[i] = nil;
|
|||
|
table.func(self.CurrMiniMode, "OnRep_" .. tostring(i), v);
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
-- 设置上去进行缓存
|
|||
|
self.CachedMiniInfo = TableHelper.DeepCopyTable(self.MiniInfo);
|
|||
|
UGCLogSystem.LogTree(string.format("[MiniGameManager:OnRep_MiniInfo] self.CachedMiniInfo Final ="), self.CachedMiniInfo)
|
|||
|
end
|
|||
|
|
|||
|
--- 获取内部数据
|
|||
|
function MiniGameManager:GetMiniInfo(InName)
|
|||
|
if self.CurrMiniMode then
|
|||
|
local Item = table.func(self.CurrMiniMode, "GetMiniInfo", InName);
|
|||
|
if Item ~= nil then return Item; end
|
|||
|
return self.CurrMiniMode[InName];
|
|||
|
end
|
|||
|
return nil;
|
|||
|
end
|
|||
|
|
|||
|
return MiniGameManager;
|