UGCProjects/InfFire/Script/Blueprint/UGCPlayerPawn.lua

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2025-01-04 23:00:19 +08:00
---@class UGCPlayerPawn_C:BP_UGCPlayerPawn_C
---@field ShapeMesh UStaticMeshComponent
---@field ShapeTransformCollision UCapsuleComponent
---@field ShapeTransformation UShapeTransformationComponent
---@field SpringArm USpringArmComponent
---@field BigCamera UCameraComponent
--Edit Below--
---@type UGCPlayerPawn_C
local UGCPlayerPawn = {};
function UGCPlayerPawn:ReceiveBeginPlay()
self.SuperClass.ReceiveBeginPlay(self);
self.bVaultIsOpen = DefaultSettings.OpenVault;
self.IsOpenShovelAbility = DefaultSettings.OpenShovel;
-- 因为无敌时间是 2 s因此设置为 1.3 s
UGCEventSystem.SetTimer(self, function() self:InitPawn(); end, 1);
end
--function UGCPlayerPawn:ReceiveTick(DeltaTime)
-- self.SuperClass.ReceiveTick(self, DeltaTime);
--end
function UGCPlayerPawn:ReceiveEndPlay()
self.SuperClass.ReceiveEndPlay(self);
if GlobalTickTool then GlobalTickTool:RemoveTick(self) end
end
--function UGCPlayerPawn:GetReplicatedProperties()
-- return
--end
function UGCPlayerPawn:GetAvailableServerRPCs()
return "ReplacePartId"
, "OnPlayerShoot"
, "OnWeaponBulletHit"
end
function UGCPlayerPawn:ReceivePossessed(NewController)
self.SuperClass.ReceivePossessed(self, NewController);
table.func(MiniGameManager, "OnPlayerPossessed", self, NewController);
end
function UGCPlayerPawn:InitPawn()
table.func(MiniGameManager, "OnPawnInit", self);
if IsServer then
self:EnablePickUp(DefaultSettings.EnableAutoPickUp);
---@type PlayerKDAItem1
self:AddInitItems();
end
end
---@return bool 是否开启掉落盒子
function UGCPlayerPawn:IsSkipSpawnDeadTombBox(EventInstigater) return DefaultSettings.EnableDeadBox; end
--- 服务器/客户端收到伤害数据
---@param Damage float
---@param DamageType UDamageType
---@param InstigatedBy UGCPlayerController_C
---@param DamageCauser AActor
function UGCPlayerPawn:BPReceiveDamage(Damage, DamageType, InstigatedBy, DamageCauser)
table.func(MiniGameManager, "BPReceiveDamage", self, Damage, DamageType, EventInstigator, Causer);
if Damage > 0 then
UGCEventSystem.SendEvent(EventTypes.PlayerInjury, self.PlayerKey, UE.IsValid(InstigatedBy) and InstigatedBy.PlayerKey or nil, Damage)
end
end
--- 武器攻击到什么东西的时候
---@param ShootWeapon ASTExtraShootWeapon
---@param Bullet ASTExtraShootWeaponBulletBase
---@param HitInfo FHitResult
function UGCPlayerPawn:UGC_WeaponBulletHitEvent(ShootWeapon, Bullet, HitInfo)
self.SuperClass.UGC_WeaponBulletHitEvent(self, ShootWeapon, Bullet, HitInfo);
MiniGameManager:OnWeaponBulletHit(self, ShootWeapon, Bullet, HitInfo);
end
---@param ShootWeapon ASTExtraShootWeapon
---@param Bullet ASTExtraShootWeaponBulletBase
function UGCPlayerPawn:UGC_WeaponShootBulletEvent(ShootWeapon, Bullet)
self.SuperClass.UGC_WeaponShootBulletEvent(self, ShootWeapon, Bullet);
UGCLogSystem.Log("[UGCPlayerPawn:UGC_WeaponShootBulletEvent] 执行")
-- 发送 RPC
UnrealNetwork.CallUnrealRPC(self:GetPlayerControllerSafety(), self, "OnPlayerShoot", ShootWeapon, Bullet:GetShootID());;
self:OnPlayerShoot(ShootWeapon, Bullet:GetShootID());
end
function UGCPlayerPawn:OnPlayerShoot(ShootWeapon, BulletID)
MiniGameManager:OnPlayerShoot(self, ShootWeapon, BulletID);
end
---@param InVal float
function UGCPlayerPawn:SetMaxHealth(InVal)
local CurrMax = UGCPawnAttrSystem.GetHealthMax(self);
local NextMax = InVal * 100;
if CurrMax == NextMax then return ; end
local Health = UGCPawnAttrSystem.GetHealth(self)
local NextHealth = NextMax / CurrMax * Health;
UGCPawnAttrSystem.SetHealthMax(self, NextMax);
UGCPawnAttrSystem.SetHealth(self, NextHealth);
end
-------------------------------- 玩家物品处理 --------------------------------
--- 添加物品,如果是要添加武器,可以在后面的选项进行配置,可添加选项为 是否需要添加对应的配件 武器无限子弹配置 EFillBulletType (bool&EFillBulletType | EFillBulletType)
---@param InItemId int32
---@param InItemCount int32
function UGCPlayerPawn:AddItem(InItemId, InItemCount, ...)
UGCLogSystem.Log("[UGCPlayerPawn:AddItem] InItemId = %d", InItemId);
ItemTool.AddItem(self, InItemId, InItemCount, ...);
end
--- 添加初始物品
function UGCPlayerPawn:AddInitItems(Weapons)
if table.isEmpty(Weapons) then Weapons = DefaultSettings.PlayerInitEquipment end
if not table.isEmpty(Weapons) then
for i, v in pairs(Weapons) do
local ItemId = -1;
if type(v[1]) == 'string' then
local Item = EnglishNamedWeapon[v[1]]
if Item == nil then
ItemId = ItemNameTable[v[1]] == nil and ItemId or ItemNameTable[v[1]]
else
ItemId = Item.ItemId;
end
elseif type(v[1]) == 'number' then
ItemId = v[1]
end
local Params = {};
if #v > 1 then for c = 2, #v do Params[#Params + 1] = v[c]; end end
UGCLogSystem.LogTree(string.format("[UGCPlayerPawn:AddInitItems] First = %s, Params =", v[1]), Params)
if ItemId ~= -1 then self:AddItem(ItemId, table.unpackTable(Params)); end
end
end
end
---@return EFillBulletType
function UGCPlayerPawn:GetInfiniteType()
local Type = self.PlayerState:GetInfiniteType();
UGCLogSystem.Log("[UGCPlayerPawn:GetInfiniteType] Type = %s", tostring(Type))
return Type
end
---@param InType EFillBulletType
function UGCPlayerPawn:SetInfiniteType(InType)
UGCLogSystem.Log("[UGCPlayerPawn:SetInfiniteType] 执行 InType = %s", tostring(InType));
self.PlayerState:SetInfiniteType(InType);
end
---
---@param slot ESurviveWeaponPropSlot
---@overload fun(slot:ESurviveWeaponPropSlot) OnEquipWeapon
function UGCPlayerPawn:OnEquipWeapon(slot)
UGCLogSystem.Log("[UGCPlayerPawn:OnEquipWeapon] slot = %s, ESurviveWeaponPropSlot.SWPS_HandProp = %d", tostring(slot), ESurviveWeaponPropSlot.SWPS_HandProp);
if slot == ESurviveWeaponPropSlot.SWPS_HandProp then
UGCLogSystem.Log("[UGCPlayerPawn:OnEquipWeapon] 切换成拳头")
end
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(self, slot);
UGCEventSystem.SendEvent(EventTypes.PlayerChangeWeapon, self, slot, Weapon);
end
--- 当玩家获取武器之后执行
---@param Weapon ASTExtraWeapon
function UGCPlayerPawn:OnPostGetWeapon(Weapon)
table.func(MiniGameManager, "OnPlayerGetWeapon", self, Weapon)
end
--- 替换配件
---@param InPartId int32
---@param InType EWeaponPartType
function UGCPlayerPawn:ReplacePartId(InPartId, InType)
UGCLogSystem.Log("[UGCPlayerPawn:ReplacePartId] 替换 InPartId = %d", InPartId);
-- 移除当前
local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(self);
if Weapon == nil then return ; end
if not ItemTool.IsShootWeapon(Weapon) then return ; end
local DefineID = ItemTool.GetDefineIDBySocketType(Weapon, ItemTool.GetWeaponAttachmentSocketType(InType));
if DefineID then UGCBackPackSystem.DropItemByInstanceID(self, DefineID.InstanceID, 1, true); end
if InPartId ~= 0 then ItemTool.AddItem(self, InPartId, 1) end
local PS = UGCGameSystem.GetPlayerStateByPlayerKey(self.PlayerKey);
if UE.IsValid(PS) then
PS:UpdateWeaponAttachment(self, Weapon);
end
end
return UGCPlayerPawn;