311 lines
11 KiB
Lua
311 lines
11 KiB
Lua
|
EventConfig = EventConfig or {}
|
|||
|
|
|||
|
--- Action Tick的频率
|
|||
|
EventConfig.TickFrequency = 24.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
EventEnum = {
|
|||
|
|
|||
|
-- DefaultEvent
|
|||
|
DSStartUp = 1001; -- 服务器启动
|
|||
|
PlayerLogin = 1003; -- 玩家加入房间 PlayerKey
|
|||
|
PlayerExit = 1004; -- 玩家离开房间 PlayerKey
|
|||
|
|
|||
|
-- GameState
|
|||
|
GameStateChange = 2001; -- 游戏模式改变 CustomEnum.EGameState
|
|||
|
WaitPlayerJoin = 2002; -- 等待玩家加入
|
|||
|
GamePlay = 2003; -- 游戏开始
|
|||
|
GameEnd = 2004; -- 游戏结束
|
|||
|
RoundBegin = 2005; -- 回合开始
|
|||
|
RoundEnd = 2006; -- 回合结束
|
|||
|
RoundReadyFinish = 2007; -- 回合准备阶段结束
|
|||
|
|
|||
|
-- PlayerEvent
|
|||
|
PlayerDeathInfo = 3001; -- 死亡信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float
|
|||
|
PlayerInjuryInfo = 3002; -- 受伤信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float
|
|||
|
PlayerPossessed = 3003; -- 玩家受控 PlayerKey
|
|||
|
PlayerBeginPlay = 3004; -- 玩家受控 PlayerPawn
|
|||
|
|
|||
|
-- PlayerPawn同步参数更新 更新传入Pawn及其同步变量值
|
|||
|
UpdateCanObtainIncreaseCount = 4001;
|
|||
|
UpdateNowCanSelectIncrease = 4002;
|
|||
|
UpdateOwnedIncrease = 4003;
|
|||
|
UpdateToGodSchedule = 4004;
|
|||
|
-- PlayerEvent End
|
|||
|
|
|||
|
|
|||
|
UpdatePlayerStartList = 5001, -- 通知出生点控制器进行更新出生点指针
|
|||
|
AchievementSettlement = 5002, -- 成就事件游戏结算
|
|||
|
UpdateTeamScore = 5003, -- 队伍得分信息更新
|
|||
|
UpdatePlayerScoreData = 5004, -- 玩家得分信息更新 通过UGCGameSystem.GameState.PlayerScoreDatas 获取玩家得分信息
|
|||
|
AddTip = 5005, -- 添加提提示 TipStr TipType
|
|||
|
GameWillBegin = 5006, -- 游戏即将开始
|
|||
|
PlayerIsAliveIsChange = 5007, -- 玩家存活列表改变
|
|||
|
|
|||
|
-- 地图选择
|
|||
|
LoadMap = 6001, -- 关卡加载 MapConifg.MapType
|
|||
|
SelectMapCallBack = 6002, -- 地图选择服务器的回调 bSucceed, MapType
|
|||
|
SelectDefaultWeaponCallBack = 6003, -- 默认武器选择回调 bSucceed, WeaponID
|
|||
|
RandomSelectVoteMap = 6004,
|
|||
|
UpdateMapKey = 6005, -- 随机出的地图索引 MapKey
|
|||
|
|
|||
|
-- 武器选择
|
|||
|
PlayerWeaponCombinationUpdate = 7001, -- 玩家可选的武器配置列表更新 [PlayerKey] = CombinationType
|
|||
|
PlayerSelectedWeaponIndexUpdate = 7002, -- 玩家选择的武器配置索引更新 [PlayerKey] = Index
|
|||
|
|
|||
|
|
|||
|
-- 工程事件,根据工程的不同而修改删除
|
|||
|
--PlayerEnterLineOfDefense = 10001; -- 玩家突破防线 PlayerKey
|
|||
|
--UpdateAttackers = 10002; -- 进攻方玩家更新 Attackers {PlayerKey, ... }
|
|||
|
--UpdateTeamBreakThroughTime = 10003; -- 队伍突围成功的时间
|
|||
|
--UpdateCanBreakThrough = 10004; -- 更新是否可突围 bCanBreakThrough
|
|||
|
OverlapCheckPoint = 10005; -- 玩家进入检查点 PlayerKey
|
|||
|
}
|
|||
|
|
|||
|
--- 模式编辑器的默认事件映射
|
|||
|
EventConfig.GameModeEditEventMap = {
|
|||
|
["DSStartUp"] = EventEnum.DSStartUp,
|
|||
|
["PlayerLogin"] = EventEnum.PlayerLogin,
|
|||
|
["PlayerExit"] = EventEnum.PlayerExit,
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
--- 事件包含的的参数名
|
|||
|
EventConfig.EventParam = {
|
|||
|
--[[
|
|||
|
Template
|
|||
|
[EventEnum.] = {"PlayerKey",},
|
|||
|
]]
|
|||
|
|
|||
|
[EventEnum.DSStartUp] = {},
|
|||
|
|
|||
|
[EventEnum.PlayerLogin] = {"PlayerPawn", "PlayerKey"},
|
|||
|
[EventEnum.PlayerExit] = {"PlayerPawn", "PlayerKey"},
|
|||
|
|
|||
|
[EventEnum.GameStateChange] = {"GameState"},
|
|||
|
[EventEnum.WaitPlayerJoin] = {},
|
|||
|
[EventEnum.GamePlay] = {},
|
|||
|
[EventEnum.GameEnd] = {},
|
|||
|
[EventEnum.RoundBegin] = {},
|
|||
|
[EventEnum.RoundEnd] = {},
|
|||
|
|
|||
|
|
|||
|
[EventEnum.PlayerDeathInfo] = {"VictimKey", "CauserKey", "WeaponID", "DamageType", "IsHeadShotDamage", "Distance", "DamageValue"},
|
|||
|
[EventEnum.PlayerInjuryInfo] = {"VictimKey", "CauserKey", "WeaponID", "DamageType", "IsHeadShotDamage", "Distance", "DamageValue"},
|
|||
|
|
|||
|
[EventEnum.PlayerPossessed] = {"PlayerKey",},
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
EventConfig.ActionType = {
|
|||
|
---Player
|
|||
|
PlayerLogin = 1001,
|
|||
|
PlayerExit = 1002,
|
|||
|
PlayerDeadUpdateInfo = 1003,
|
|||
|
PlayerRespawn = 1004,
|
|||
|
|
|||
|
PlayerAddEnergy = 1005,
|
|||
|
PlayerPossessed = 1006,
|
|||
|
|
|||
|
EnableInfBullets = 1007,
|
|||
|
|
|||
|
---GameState
|
|||
|
WaitPlayerJoin = 2001,
|
|||
|
GamePlay = 2002,
|
|||
|
GameEnd = 2003,
|
|||
|
RoundBegin = 2004,
|
|||
|
RoundEnd = 2005,
|
|||
|
|
|||
|
CountdownMode = 2101, -- 倒计时模式
|
|||
|
TargetTeamScoringMode = 2102, -- 队伍目标得分模式
|
|||
|
|
|||
|
RespiratoryRegurgitation= 3001, -- 呼吸回血
|
|||
|
|
|||
|
TestPlaceMap = 10001,
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
--- Action 配置游戏模式的默认参数,该参数会被传入参数可被覆盖(传入参数有效才会覆盖),不填则使用Action中的默认参数或被传入参数覆盖
|
|||
|
EventConfig.ActionInfo = {
|
|||
|
-- Player
|
|||
|
[EventConfig.ActionType.PlayerLogin] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerLogin",
|
|||
|
ActionParam = {
|
|||
|
PlayerKey = -1,
|
|||
|
},
|
|||
|
},
|
|||
|
[EventConfig.ActionType.PlayerExit] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerExit",
|
|||
|
ActionParam = {
|
|||
|
PlayerKey = -1,
|
|||
|
-- 玩家不足以支持游戏时触发的游戏结束事件
|
|||
|
EndEvent = EventEnum.GameEnd,
|
|||
|
},
|
|||
|
},
|
|||
|
[EventConfig.ActionType.PlayerRespawn] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerRespawn",
|
|||
|
ActionParam = {
|
|||
|
PlayerKey = -1,
|
|||
|
-- 复活等待的时间
|
|||
|
DelayTime = GlobalConfigs.GameSetting.RespawnTime,
|
|||
|
},
|
|||
|
},
|
|||
|
[EventConfig.ActionType.PlayerDeadUpdateInfo] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerDeadUpdateInfo",
|
|||
|
ActionParam = {
|
|||
|
DeadPlayerKey = -1,
|
|||
|
KillerPlayerKey = -1,
|
|||
|
WeaponID = -1,
|
|||
|
},
|
|||
|
},
|
|||
|
[EventConfig.ActionType.PlayerPossessed] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerPossessed",
|
|||
|
ActionParam = {
|
|||
|
},
|
|||
|
},
|
|||
|
[EventConfig.ActionType.EnableInfBullets] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_EnableInfBullets",
|
|||
|
ActionParam = {
|
|||
|
},
|
|||
|
},
|
|||
|
|
|||
|
|
|||
|
-- GameState
|
|||
|
[EventConfig.ActionType.WaitPlayerJoin] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_WaitingPlayer",
|
|||
|
ActionParam = {
|
|||
|
-- 等待玩家加入的时长
|
|||
|
WaitTime = GlobalConfigs.GameSetting.WaitTime,
|
|||
|
-- 等待结束触发的事件
|
|||
|
WaitFinishEvent = EventEnum.GamePlay,
|
|||
|
-- 等待结束玩家不足时触发的事件
|
|||
|
WaitFailureEvent = EventEnum.GameEnd,
|
|||
|
-- 至少等待时长
|
|||
|
AtLeastWaitingTime = 5,
|
|||
|
-- 游戏即将开始提示的时间
|
|||
|
GameWillBeginWaitTime = 5,
|
|||
|
},
|
|||
|
},
|
|||
|
[EventConfig.ActionType.GamePlay] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_Play",
|
|||
|
ActionParam = {
|
|||
|
-- 游戏游玩时长
|
|||
|
GameTime = GlobalConfigs.GameSetting.GameTime,
|
|||
|
-- 游戏结束事件
|
|||
|
GameEndEvent = EventEnum.GameEnd,
|
|||
|
},
|
|||
|
},
|
|||
|
[EventConfig.ActionType.GameEnd] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_GameEnd",
|
|||
|
ActionParam = {
|
|||
|
-- 延迟关闭DS时间
|
|||
|
DelayOffDS = 30.;
|
|||
|
},
|
|||
|
},
|
|||
|
|
|||
|
|
|||
|
[EventConfig.ActionType.RoundBegin] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_RoundBegin",
|
|||
|
ActionParam = {
|
|||
|
GameTime = GlobalConfigs.GameSetting.RoundTime;
|
|||
|
PreparationTime = GlobalConfigs.GameSetting.RoundReadyTime;
|
|||
|
GameEndEvent = EventEnum.RoundEnd;
|
|||
|
},
|
|||
|
},
|
|||
|
[EventConfig.ActionType.RoundEnd] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_RoundEnd",
|
|||
|
ActionParam = {
|
|||
|
GameTime = 8;
|
|||
|
GameEndEvent = EventEnum.GameEnd;
|
|||
|
NewRoundEvent = EventEnum.RoundBegin;
|
|||
|
},
|
|||
|
},
|
|||
|
|
|||
|
[EventConfig.ActionType.CountdownMode] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_CountdownMode",
|
|||
|
ActionParam = {
|
|||
|
-- 游戏游玩时长
|
|||
|
GameTime = GlobalConfigs.GameSetting.GameTime,
|
|||
|
GameEndEvent = EventEnum.GameEnd;
|
|||
|
},
|
|||
|
},
|
|||
|
[EventConfig.ActionType.TargetTeamScoringMode] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_TargetTeamScoringMode",
|
|||
|
ActionParam = {
|
|||
|
-- 游戏游玩时长
|
|||
|
GameTime = GlobalConfigs.GameSetting.GameTime,
|
|||
|
GameEndEvent = EventEnum.GameEnd;
|
|||
|
},
|
|||
|
},
|
|||
|
|
|||
|
|
|||
|
[EventConfig.ActionType.RespiratoryRegurgitation] = {
|
|||
|
ActionPath = "Script.Global.EventManager.EventAction.EventAction_RespiratoryRegurgitation",
|
|||
|
ActionParam = {
|
|||
|
},
|
|||
|
},
|
|||
|
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
--- 事件绑定Action 参数映射 [EventParamName] = "ActionParamName"
|
|||
|
EventConfig.EventAttach = {
|
|||
|
[EventEnum.DSStartUp] = {
|
|||
|
[EventConfig.ActionType.WaitPlayerJoin] = {},
|
|||
|
[EventConfig.ActionType.EnableInfBullets] = {},
|
|||
|
-- [EventConfig.ActionType.RespiratoryRegurgitation] = {},
|
|||
|
},
|
|||
|
[EventEnum.GamePlay] = {
|
|||
|
-- [EventConfig.ActionType.CountdownMode] = {},
|
|||
|
[EventConfig.ActionType.CountdownMode] = {},
|
|||
|
},
|
|||
|
[EventEnum.GameEnd] = {
|
|||
|
[EventConfig.ActionType.GameEnd] = {},
|
|||
|
},
|
|||
|
[EventEnum.PlayerLogin] = {
|
|||
|
[EventConfig.ActionType.PlayerLogin] = {
|
|||
|
["PlayerKey"] = "PlayerKey"
|
|||
|
}
|
|||
|
},
|
|||
|
[EventEnum.PlayerExit] = {
|
|||
|
[EventConfig.ActionType.PlayerExit] = {
|
|||
|
["PlayerKey"] = "PlayerKey"
|
|||
|
}
|
|||
|
},
|
|||
|
[EventEnum.PlayerDeathInfo] = {
|
|||
|
[EventConfig.ActionType.PlayerRespawn] = {
|
|||
|
["VictimKey"] = "PlayerKey"
|
|||
|
},
|
|||
|
[EventConfig.ActionType.PlayerDeadUpdateInfo] = {
|
|||
|
["VictimKey"] = "DeadPlayerKey",
|
|||
|
["CauserKey"] = "KillerPlayerKey",
|
|||
|
["WeaponID"] = "WeaponID",
|
|||
|
}
|
|||
|
|
|||
|
},
|
|||
|
|
|||
|
[EventEnum.PlayerPossessed] = {
|
|||
|
[EventConfig.ActionType.PlayerPossessed] = {
|
|||
|
["PlayerKey"] = "PlayerKey"
|
|||
|
}
|
|||
|
},
|
|||
|
|
|||
|
|
|||
|
[EventEnum.RoundBegin] = {
|
|||
|
[EventConfig.ActionType.RoundBegin] = {};
|
|||
|
},
|
|||
|
[EventEnum.RoundEnd] = {
|
|||
|
[EventConfig.ActionType.RoundEnd] = {};
|
|||
|
},
|
|||
|
}
|
|||
|
|
|||
|
function EventConfig.CheckEventAttach(EventType)
|
|||
|
return (
|
|||
|
EventConfig.EventParam[EventType] ~= nil
|
|||
|
and table.getCount(EventConfig.EventAttach[EventType]) > 0
|
|||
|
)
|
|||
|
end
|