107 lines
3.5 KiB
Lua
107 lines
3.5 KiB
Lua
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local Dir = "Script.Global.Plugin.";
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local PluginManager = {};
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------------------------------------------- 初始化 -------------------------------------------
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PluginManager.Config = {};
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PluginManager.Owner = nil;
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PluginManager.Plugins = {};
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function PluginManager:Init(InOwner)
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self.Config = require(Dir .. "PluginConfig")
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self.Owner = InOwner;
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for i, v in pairs(self.Config) do
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local PluginItem = require(v.Script);
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local Item = setmetatable({}, { __index = PluginItem, __metatable = PluginItem, });
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self.Plugins[v.Name] = Item;
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self.Owner[v.Name] = Item;
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_G[v.Name] = _G[v.Name] or Item;
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table.func(self.Owner[v.Name], "Init", InOwner);
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-- 注册 RPC
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Item["SendRPC"] = function(Self, InFuncName, ...)
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end
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end
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-- 输出试一下
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end
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------------------------------------------- 注册函数 -------------------------------------------
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function PluginManager:OnClientAlready()
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self:PluginManagerFunc_Internal("OnClientAlready");
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end
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function PluginManager:OnMapLoaded()
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self:PluginManagerFunc_Internal("OnMapLoaded");
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end
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function PluginManager:OnPlayerLogin(InPlayerKey)
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self:PluginManagerFunc_Internal("OnPlayerLogin", InPlayerKey);
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end
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function PluginManager:OnPlayerLevel(InPlayerKey)
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self:PluginManagerFunc_Internal("OnPlayerLevel", InPlayerKey);
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end
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function PluginManager:OnPawnInit(Pawn)
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self:PluginManagerFunc_Internal("OnPawnInit", Pawn);
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end
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function PluginManager:OnPlayerTakeDamage(DamagedActor, Damage, DamageType, EventInstigator)
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self:PluginManagerFunc_Internal("OnPlayerTakeDamage", DamagedActor, Damage, DamageType, EventInstigator);
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end
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function PluginManager:OnPlayerDead(DeadPlayerKey, KillerPlayerKey)
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self:PluginManagerFunc_Internal("OnPlayerDead", DeadPlayerKey, KillerPlayerKey);
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end
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function PluginManager:OnPlayerReceiveDamage(DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser)
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self:PluginManagerFunc_Internal("OnPlayerReceiveDamage", DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser);
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end
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function PluginManager:OnPlayerRespawn(InPlayerKey)
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self:PluginManagerFunc_Internal("OnPlayerRespawn", InPlayerKey);
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end
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function PluginManager:OnPlayerPossessed(Pawn, NewController)
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self:PluginManagerFunc_Internal("OnPlayerPossessed", Pawn, NewController);
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end
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function PluginManager:OnPlayerPickup(PlayerController, Target, ItemID, Count)
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self:PluginManagerFunc_Internal("OnPlayerPickup", PlayerController, Target, ItemID, Count);
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end
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function PluginManager:OnPlayerGetWeapon(InPawn, Weapon)
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self:PluginManagerFunc_Internal("OnPlayerGetWeapon", InPawn, Weapon);
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end
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function PluginManager:OnWeaponBulletHit(InPawn, ShootWeapon, Bullet, HitInfo)
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self:PluginManagerFunc_Internal("OnWeaponBulletHit", InPawn, ShootWeapon, Bullet, HitInfo);
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end
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function PluginManager:OnPlayerShoot(InPawn, ShootWeapon, BulletID)
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self:PluginManagerFunc_Internal("OnPlayerShoot", InPawn, ShootWeapon, BulletID);
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end
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function PluginManager:PluginManagerFunc_Internal(InFunc, ...)
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local RetVal = 0;
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for i, v in pairs(self.Plugins) do
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local Val = table.func(v, InFunc, ...);
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if Val ~= nil then RetVal = RetVal + Val; end
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end
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return RetVal;
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end
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function PluginManager:SendPluginRPC(InPluginName, InFuncName, ...)
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if IsServer then
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if self.Plugins[InPluginName] == nil then
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UGCLogSystem.Log("[PluginManager:SendPluginRPC] 无法查找到 %s 的插件,请检查", InPluginName);
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return;
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end
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UnrealNetwork.CallUnrealRPC_Multicast(self.Owner, "ReceivePluginRPC", InPluginName, InFuncName, ...);
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else
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end
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end
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return PluginManager;
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