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2025-01-04 23:00:19 +08:00
local EventAction_PlayerExit = {
PlayerKey = 0;
EndEvent = -1;
}
-- 触发器激活时将执行Action的Execute
function EventAction_PlayerExit:Execute(...)
if not UGCGameSystem.IsServer() then return end
UGCGameSystem.SendPlayerSettlement(self.PlayerKey);
local PlayerState = UGCGameSystem.GetPlayerStateByPlayerKey(self.PlayerKey)
local PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(self.PlayerKey)
if PlayerPawn then
PlayerPawn:K2_DestroyActor()
else
UGCLogSystem.LogError("[EventAction_PlayerExit_Execute] PlayerPawn is nil")
local AllPawn = UGCGameSystem.GetAllPlayerPawn()
local HasNotControlled = false
for k, Pawn in pairs(AllPawn) do
if not Pawn:IsControlled() then
Pawn:K2_DestroyActor()
HasNotControlled = true
end
end
if HasNotControlled == false then UGCLogSystem.LogError("[EventAction_PlayerExit_Execute] HasNotControlled is false") end
end
if UGCGameSystem.GameState and PlayerState then
UGCLogSystem.Log("[EventAction_PlayerExit_Execute] PlayerName = "..PlayerState.PlayerName)
local PlayerData = UGCGameSystem.GameState.PlayerPersonalInfos[self.PlayerKey]
if PlayerData ~= nil then
PlayerData.IsOffline = true
end
local PlayerNum = #UGCGameSystem.GetAllPlayerState()
if PlayerNum == 0 then
UGCGameSystem.GameState.GameEndTimeStamp = UGCSystemLibrary.GetGameTime()
-- UGCGameSystem.SendModeCustomEvent("GameEnd")
UGCEventSystem.SendEvent(self.EndEvent)
end
end
--UGCEventSystem.SendEvent(EventEnum.PlayerExit, self.PlayerKey)
return true
end
return EventAction_PlayerExit