332 lines
12 KiB
Lua
332 lines
12 KiB
Lua
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EventConfig = EventConfig or {}
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--- Action Tick的频率
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EventConfig.TickFrequency = 24.
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EventEnum = {
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--- DefaultEvent
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DSStartUp = 1001, -- 服务器启动
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PlayerLogin = 1003, -- 玩家加入房间 PlayerKey
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PlayerExit = 1004, -- 玩家离开房间 PlayerKey
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--- GameState
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GameStateChange = 2001, -- 游戏模式改变 CustomEnum.EGameState
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WaitPlayerJoin = 2002, -- 等待玩家加入
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GamePlay = 2003, -- 游戏开始
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GameEnd = 2004, -- 游戏结束
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RoundBegining = 2005, -- 回合开始
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RoundEnd = 2006, -- 回合结束
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RoundReadyFinish = 2007, -- 回合准备阶段结束
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--- PlayerEvent
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PlayerDeathInfo = 3001, -- 死亡信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float
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PlayerInjuryInfo = 3002, -- 受伤信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float
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PlayerPossessed = 3003, -- 玩家受控 PlayerKey
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PlayerBeginPlay = 3004, -- 玩家受控 PlayerPawn
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UpdatePlayerStartList = 10001, -- 通知出生点控制器进行更新出生点指针
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AchievementSettlement = 10006, -- 成就事件游戏结算
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UpdatePlayerScoreData = 20002, -- 玩家得分信息更新 通过UGCGameSystem.GameState.PlayerScoreDatas 获取玩家得分信息
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AddTip = 20005, -- 添加提提示 TipStr TipType
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GameWillBegin = 20010, -- 游戏即将开始
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UpdatePlayerRank = 20101, -- 玩家排行榜信息更新
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--- Game DiagramsBattlefield Event
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LoadMap = 50006, -- 关卡加载 MapConifg.MapType
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SelectMapCallBack = 50007, -- 地图选择服务器的回调 bSucceed, MapType
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SelectDefaultWeaponCallBack = 50008, -- 默认武器选择回调 bSucceed, WeaponID
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RandomSelectVoteMap = 50009,
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PlayerIsAliveIsChange = 60002, -- 玩家存活列表改变
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--- Game LineOfDefense
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PlaceMode = 70001, -- 启用放置模式
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LineOfDefenseMode = 70002, -- 启用防线模式
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PlaceItemTypeIsChange = 71001, -- 客户端选择放置的Item类型改变 ItemType
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PlaceModeChange = 71002, -- 放置模式改变 EPlaceMode
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UpdatePlaceValue = 71003, -- 更新放置值 PlaceValue, PlaceMaxValue
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UpdatePlacedItemCount = 71004, -- 更新放置数量 PlacedItemCount
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ImportPlacementCallBack = 71005, -- 导入代码回调 EPlaceDecodeCallback
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PlayerEnterLineOfDefense = 71006, -- 玩家进入防线 PlayerKey
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RunMapTest = 71007, -- 服务器开启跑图测试
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RerunNowRound = 71008, -- 重跑当前回合的跑图测试
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BackToPlaceMode = 71009, -- 回退到放置模式
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SaveRunMap = 71010, -- 保存地图 Name:string
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UpdatePlaceModeSavedMapList = 71011, -- 放置模式下更新保存的地图 {{MapName = str, MapCode = str, LikeNum = uint, BrickNum = uint}, ...}
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UpdatePlayMap = 71012, -- 游玩的地图更新 MapIndex
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UnlockCallBack = 71013, -- 解锁回调 UnlockSucceed EUnlockType
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IncrementCallBack = 71013, -- 增量回调 IncrementSucceed EUnlockType
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UpdateLastPlayMapInfo = 71014, -- 上一位防守方玩法信息更新
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UpdateDefender = 71015, -- 更新守方 PlayerKey
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PlayerWeaponCombinationUpdate = 72001, -- 玩家可选的武器配置列表更新 [PlayerKey] = CombinationType
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PlayerSelectedWeaponIndexUpdate = 72002, -- 玩家选择的武器配置索引更新 [PlayerKey] = Index
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}
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--- 模式编辑器的默认事件映射
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EventConfig.GameModeEditEventMap = {
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["DSStartUp"] = EventEnum.DSStartUp,
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["PlayerLogin"] = EventEnum.PlayerLogin,
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["PlayerExit"] = EventEnum.PlayerExit,
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}
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--- 事件包含的的参数名
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EventConfig.EventParam = {
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--[[
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Template
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[EventEnum.] = {"PlayerKey",},
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]]
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[EventEnum.DSStartUp] = {},
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[EventEnum.PlaceMode] = {},
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[EventEnum.LineOfDefenseMode] = {},
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[EventEnum.PlayerLogin] = {"PlayerPawn", "PlayerKey"},
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[EventEnum.PlayerExit] = {"PlayerPawn", "PlayerKey"},
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[EventEnum.GameStateChange] = {"GameState"},
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[EventEnum.WaitPlayerJoin] = {},
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[EventEnum.GamePlay] = {},
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[EventEnum.GameEnd] = {},
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[EventEnum.RoundBegining] = {},
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[EventEnum.RoundEnd] = {},
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[EventEnum.PlayerLogin] = {"PlayerKey",},
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[EventEnum.PlayerExit] = {"PlayerKey",},
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[EventEnum.PlayerDeathInfo] = {"VictimKey", "CauserKey", "WeaponID", "DamageType", "IsHeadShotDamage", "Distance", "DamageValue"},
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[EventEnum.PlayerInjuryInfo] = {"VictimKey", "CauserKey", "WeaponID", "DamageType", "IsHeadShotDamage", "Distance", "DamageValue"},
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[EventEnum.PlayerPossessed] = {"PlayerKey",},
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[EventEnum.RunMapTest] = {},
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}
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EventConfig.ActionType = {
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---Player
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PlayerLogin = 1001,
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PlayerExit = 1002,
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PlayerDeadUpdateInfo = 1003,
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PlayerRespawn = 1004,
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PlayerAddEnergy = 1005,
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PlayerPossessed = 1006,
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EnableInfBullets = 1007,
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---GameState
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WaitPlayerJoin = 2001,
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GamePlay = 2002,
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GameEnd = 2003,
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RoundBegining = 2004,
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RoundEnd = 2005,
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RespiratoryRegurgitation= 3001, -- 呼吸回血
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TestPlaceMap = 10001,
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}
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--- 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
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EventConfig.ActionInfo = {
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-- Player
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[EventConfig.ActionType.PlayerLogin] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerLogin",
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ActionParam = {
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PlayerKey = -1,
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},
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},
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[EventConfig.ActionType.PlayerExit] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerExit",
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ActionParam = {
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PlayerKey = -1,
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-- 玩家不足以支持游戏时触发的游戏结束事件
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EndEvent = EventEnum.GameEnd,
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},
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},
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[EventConfig.ActionType.PlayerRespawn] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerRespawn",
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ActionParam = {
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PlayerKey = -1,
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-- 复活等待的时间
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DelayTime = 3.,
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},
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},
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[EventConfig.ActionType.PlayerDeadUpdateInfo] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerDeadUpdateInfo",
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ActionParam = {
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DeadPlayerKey = -1,
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KillerPlayerKey = -1,
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WeaponID = -1,
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},
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},
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[EventConfig.ActionType.PlayerPossessed] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerPossessed",
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ActionParam = {
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},
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},
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[EventConfig.ActionType.EnableInfBullets] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_EnableInfBullets",
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ActionParam = {
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},
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},
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-- GameState
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[EventConfig.ActionType.WaitPlayerJoin] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_WaitingPlayer",
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ActionParam = {
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-- 等待玩家加入的时长
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WaitTime = GlobalConfigs.GameSetting.WaitTime,
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-- 等待结束触发的事件
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WaitFinishEvent = EventEnum.RoundBegining,
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-- 等待结束玩家不足时触发的事件
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WaitFailureEvent = EventEnum.GameEnd,
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-- 至少等待时长
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AtLeastWaitingTime = 5,
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-- 游戏即将开始提示的时间
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GameWillBeginWaitTime = 5,
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},
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},
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[EventConfig.ActionType.GamePlay] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_Play",
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ActionParam = {
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-- 游戏游玩时长
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GameTime = GlobalConfigs.GameSetting.GameTime,
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-- 游戏结束事件
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GameEndEvent = EventEnum.GameEnd,
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},
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},
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[EventConfig.ActionType.GameEnd] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_GameEnd",
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ActionParam = {
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-- 延迟关闭DS时间
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DelayOffDS = 30.;
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},
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},
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[EventConfig.ActionType.PlayerAddEnergy] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerAddEnergy",
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ActionParam = {
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},
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},
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[EventConfig.ActionType.TestPlaceMap] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_TestPlaceMap",
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ActionParam = {
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},
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},
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[EventConfig.ActionType.RoundBegining] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_RoundBegining",
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ActionParam = {
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GameTime = GlobalConfigs.GameModeSetting.RoundTime;
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PreparationTime = GlobalConfigs.GameModeSetting.RoundReadyTime;
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GameEndEvent = EventEnum.RoundEnd;
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},
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},
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[EventConfig.ActionType.RoundEnd] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_RoundEnd",
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ActionParam = {
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GameTime = 8;
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GameEndEvent = EventEnum.GameEnd;
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NewRoundEvent = EventEnum.RoundBegining;
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},
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},
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[EventConfig.ActionType.RespiratoryRegurgitation] = {
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ActionPath = "Script.Global.EventManager.EventAction.EventAction_RespiratoryRegurgitation",
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ActionParam = {
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},
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},
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}
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--- 事件绑定Action 参数映射 [EventParamName] = "ActionParamName"
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EventConfig.EventAttach = {
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[EventEnum.DSStartUp] = {
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[EventConfig.ActionType.RespiratoryRegurgitation] = {},
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},
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[EventEnum.PlaceMode] = {
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},
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[EventEnum.LineOfDefenseMode] = {
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[EventConfig.ActionType.WaitPlayerJoin] = {},
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[EventConfig.ActionType.EnableInfBullets] = {},
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},
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[EventEnum.GamePlay] = {
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[EventConfig.ActionType.GamePlay] = {},
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},
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[EventEnum.GameEnd] = {
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[EventConfig.ActionType.GameEnd] = {},
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},
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[EventEnum.PlayerLogin] = {
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[EventConfig.ActionType.PlayerLogin] = {
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["PlayerKey"] = "PlayerKey"
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}
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},
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[EventEnum.PlayerExit] = {
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[EventConfig.ActionType.PlayerExit] = {
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["PlayerKey"] = "PlayerKey"
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}
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},
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[EventEnum.PlayerDeathInfo] = {
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[EventConfig.ActionType.PlayerRespawn] = {
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["VictimKey"] = "PlayerKey"
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},
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[EventConfig.ActionType.PlayerDeadUpdateInfo] = {
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["VictimKey"] = "DeadPlayerKey",
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["CauserKey"] = "KillerPlayerKey",
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["WeaponID"] = "WeaponID",
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}
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},
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[EventEnum.PlayerPossessed] = {
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[EventConfig.ActionType.PlayerPossessed] = {
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["PlayerKey"] = "PlayerKey"
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}
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},
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[EventEnum.RunMapTest] = {
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[EventConfig.ActionType.TestPlaceMap] = {},
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},
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[EventEnum.RoundBegining] = {
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[EventConfig.ActionType.RoundBegining] = {};
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},
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[EventEnum.RoundEnd] = {
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[EventConfig.ActionType.RoundEnd] = {};
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},
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}
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function EventConfig.CheckEventAttach(EventType)
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return (
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EventConfig.EventParam[EventType] ~= nil
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and table.getCount(EventConfig.EventAttach[EventType]) > 0
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)
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end
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