UGCProjects/InfFire/Script/Blueprint/Mini/MiniGameManager.lua

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2025-01-04 23:00:19 +08:00
---@type FMiniGameManager
MiniGameManager = {};
---@private string 这是玩家选择的地图,按从前往后开始游玩
MiniGameManager.ScriptPath = "Script.Blueprint.Mini.Script.Mini_";
---@type table<int32, FMiniGameMapIndex> 当前所有玩家选择的地图
MiniGameManager.SelectMaps = {};
---@type FMiniGameMapIndex 当前选择的地图
MiniGameManager.CurrSelectMap = nil;
---@type UGCGameState_C 默认是 GameSate如果不是可以在具体实例里面实现对应方法
MiniGameManager.Owner = nil;
---@type table<any> 游戏配置,对应着 MiniGameConfig[self.CurrSelectMap]
MiniGameManager.GameConfig = nil;
---@type MiniGameMode 当前小玩法的具体实现,统一入口出口管理
MiniGameManager.CurrMiniMode = nil;
---@type int32 目标小游戏数量,低于这个数量会自动添加到这个数量
MiniGameManager.TargetMiniGameCount = 1;
MiniGameManager.State = 0;
---@type table<int32, any> 小游戏需要同步的数据,会自动执行 OnRep_xxx 函数
MiniGameManager.MiniInfo = {};
----------------------------------- 主要函数 -----------------------------------
--- 这是游戏启动,做一些初始化的操作即可
function MiniGameManager:ReceiveBeginPlay(InOwner)
UGCLogSystem.Log("[MiniGameManager:ReceiveBeginPlay] 执行成功 self = %s", tostring(self));
self.Owner = InOwner;
self.GameConfig = require('Script.Blueprint.Mini.MiniGameConfig')
GlobalTickTool:AddTick(self, self.OnTick);
UGCEventSystem.AddListener(EventTypes.ClientAlready, self.OnClientAlready, self)
if IsServer then
self:SetState(MiniGameState.SELECT_GAMES);
self:HandleAddTick(self:GetCurrStateTotalTime(), self.OnGameStart);
else
-- 执行客户端逻辑
self:MakeCachedMiniInfo();
end
-- 组装一下具体函数
self:MakeRepProps();
end
function MiniGameManager:OnTick(InDeltaTime, InServerTime)
end
function MiniGameManager:MakeRepProps()
local Func = function(...) return { ... }; end
local Props = Func(self:GetReplicatedProperties());
if self.Props == nil then self.Props = {}; end
for i, v in pairs(Props) do self.Props[v] = true; end
UGCLogSystem.LogTree(string.format("[MiniGameManager:MakeRepProps] self.Props ="), self.Props);
end
function MiniGameManager:IsRepProp(InName)
return self.Props[InName] == true;
end
--- 本身需要同步的数据放进来
function MiniGameManager:GetReplicatedProperties()
return "State"
, "SelectMaps"
, "CurrSelectMap"
, "TeamPlayerKeys"
end
--- 客户端准备好了,此时开始有 ServerTime
function MiniGameManager:OnClientAlready()
-- 显示
if IsClient then
UGCLogSystem.Log("[MiniGameManager:OnGameBegin] 显示 UI")
end
end
--- 可以改变任意时刻的时间
function MiniGameManager:ChangeTime(InTime)
GlobalTickTool:UpdateInternalCount(self, InTime);
end
--- 准备结束
function MiniGameManager:OnPrepareEnd()
if IsServer then
self:SetMiniInfo();
end
self:DoMiniFunc("OnPrepareEnd")
self:OnMiniRoundPrepare();
end
function MiniGameManager:SendRPC(InRPCName, ...)
UGCLogSystem.Log("[MiniGameManager:SendRPC] InRPCName = %s", InRPCName);
self.Owner:SendMiniGameRPC(InRPCName, ...);
end
--- 当游戏激活之时
function MiniGameManager:OnGameActive()
-- 这个函数几乎是紧挨着 ReceiveBeginPlay 之后执行
end
--- 在游戏进行之前执行
---@param InTime int32 从游戏开始到游戏正式开始的倒计时
function MiniGameManager:OnBeforeGameStart(InTime)
UGCLogSystem.Log("[MiniGameManager:OnBeforeGameStart] InTime = %s", tostring(InTime));
if InTime == 3 then
-- 玩家死亡重生
-- 移除所有的东西
UE.ForeachAllPawns(function(Pawn)
ItemTool.ClearAllItems(Pawn);
end)
GameState:BeforeReset(2);
end
end
--- 游戏正式开始
function MiniGameManager:OnGameStart()
UGCLogSystem.Log("[MiniGameManager:OnGameStart] 执行")
if IsServer then
-- 检查当前选择的地图是否小于对应数量,如果小于,那么就随机选择为选择的
-- 获取选择了的
if table.getCount(MiniGameConfig) == 1 then
for i, v in pairs(MiniGameConfig) do
table.insert(self.SelectMaps, i);
end
else
local SortTable = self.Owner:SortMapData();
for i, v in pairs(SortTable) do table.insert(self.SelectMaps, v.Index); end
end
local NeedCount = self.TargetMiniGameCount - table.getCount(self.SelectMaps);
if NeedCount > 0 then
for i = 1, NeedCount do table.insert(self.SelectMaps, math.random(table.getCount(MiniGameConfig))) end
end
UGCLogSystem.LogTree(string.format("[MiniGameManager:OnGameStart] self.SelectMaps ="), self.SelectMaps)
-- 表示如果第一个加载不成,那么就依次完后加载,直到全部加载都不行
local bSuccess = false;
repeat bSuccess = self:LoadMiniGame() until bSuccess or table.isEmpty(self.SelectMaps);
if not bSuccess then self:OnGameEnd(); end
else
WidgetManager:ClosePanel(WidgetConfig.EUIType.SelectMap);
WidgetManager:ShowPanel(WidgetConfig.EUIType.Main, false);
end
end
function MiniGameManager:OnClientAlready()
self:DoMiniFunc("OnClientAlready");
end
function MiniGameManager:OnGameEnd()
UGCLogSystem.Log("[MiniGameManager:OnGameEnd] 游戏结束")
if IsServer then
self:SetState(MiniGameState.ENDED);
LuaQuickFireEvent("GameEnd", self.Owner);
else
-- 显示结算界面
WidgetManager:ShowPanel(WidgetConfig.EUIType.GameEnd, false);
end
end
---@param InMiniType MiniGameMapType Mini 游戏类型,只会在客户端存在
function MiniGameManager:LoadMiniGame(InMiniType)
if IsServer then
self:SetState(MiniGameState.MINI_PREPARE);
self:AllPlayerDead();
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] 执行")
if table.isEmpty(self.SelectMaps) then return false; end
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] 开始执行流程")
self.CurrSelectMap = self.SelectMaps[1];
if self.CurrSelectMap == nil then return false; end
table.remove(self.SelectMaps, 1);
-- 加载 CurrMiniMode
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] 加载 Mini Mode")
if not self:DoMiniFunc("Init", self) then return false; end
self:LoadMap(self.CurrSelectMap);
-- 发送到客户端表示当前已经同步了
self.Owner:SelectMiniType(self.CurrSelectMap); -- 这样写是确保一定可以执行成功
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] Mini Mode 加载成功")
self:CurrMiniModeInit();
if not table.hasFunc(self.CurrMiniMode, "DOREPONCE") then
self.CurrMiniMode["DOREPONCE"] = function(o, Name)
o.Owner:SetGameInfo(Name, o[Name]);
end
end
if self.CurrMiniMode.RoundTimes == nil then self.CurrMiniMode.RoundTimes = 1; end
self:SetRoundTimes(self.CurrMiniMode.RoundTimes);
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] Time = %s", tostring(Time))
self:HandleAddTick(self:GetCurrStateTotalTime(), self.OnPrepareEnd);
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] 全部加载完成")
return true;
else
UGCLogSystem.Log("[MiniGameManager:LoadMiniGame] 客户端加载")
self.CurrSelectMap = InMiniType;
self:DoMiniFunc("Init", self);
self:CurrMiniModeInit();
end
end
--- 服务器客户端初始化的共同操作
function MiniGameManager:CurrMiniModeInit()
--- 默认设置一些变量供使用或者驱动
self.CurrMiniMode.Owner = self;
self.CurrMiniMode.MapIndex = self.CurrSelectMap;
self.CurrMiniMode.CreateTime = UE.GetServerTime();
self.CurrMiniMode.bGameEnd = false;
self.CurrMiniMode.bRoundEnd = false;
self.CurrMiniMode.RoundTimes = self.GameConfig[self.CurrSelectMap].RoundTimes; -- 当前回合数
self.CurrMiniMode.TotalRoundTimes = self.GameConfig[self.CurrSelectMap].RoundTimes; -- 总回合数
self.CurrMiniMode.bCanRespawn = self.GameConfig[self.CurrSelectMap].bCanRespawn; -- 是否可以重生
GlobalMiniMode = self.CurrMiniMode;
for i, v in pairs(self.MiniInfo) do
if type(v) == 'table' then
self.CurrMiniMode[i] = TableHelper.DeepCopyTable(v);
else
self.CurrMiniMode[i] = v;
end
end
UGCLogSystem.Log("[MiniGameManager:CurrMiniModeInit] 开始加载地图")
-- 加载 Tick
GlobalTickTool:AddTick(self.CurrMiniMode, self.CurrMiniMode.OnTick, nil, function(o)
return not (o.bEnableTick == false);
end);
-- 进入准备
self:DoMiniFunc("OnPrepare");
end
--- 处理 Tick
function MiniGameManager:HandleAddTick(InTime, lf, InFunc, ...)
local Time = math.abs(InTime);
GlobalTickTool:AddInternalCount(self, function(o, dt, st, t)
-- 如果 InTime < 0
if InTime > 0 then t = InTime - t; end
o:OnMiniGameTimeCount(t, Time);
if InFunc then InFunc(o, dt, st, t); end
end, 1, Time, lf, ...);
end
function MiniGameManager:UnLoadMiniGame()
-- 先取消上一个的
if IsServer then
if self.CurrMiniMode ~= nil then
GlobalTickTool:RemoveTick(self.CurrMiniMode);
-- 然后赶紧除去地图并且加载
self:UnLoadMap();
end
end
end
function MiniGameManager:OnMiniGameTimeCount(InVal, InTotal)
if IsServer then
InVal = math.floor(InVal);
--- 执行
self.Owner:OnGameProgress_Tick(InVal);
else
if InTotal == nil then InTotal = self:GetCurrStateTotalTime() end
end
self:DoMiniFunc("OnTimeCountDown", InVal, InTotal);
end
function MiniGameManager:OnMiniGameEnd()
UGCLogSystem.Log("[MiniGameManager:OnMiniGameEnd] ")
self:SetState(MiniGameState.MINI_END);
-- 从小局中取出来
self.MiniInfo.Scores = self:DoMiniFunc("GetScore")
self:DoMiniFunc("OnGameEnd", self.MiniInfo.Scores);
self:SetMiniInfo();
self:HandleAddTick(self:GetCurrStateTotalTime(), self.OnMiniGameSwitch)
end
--- 切换到下一个 MiniGame
function MiniGameManager:OnMiniGameSwitch()
-- 检查是否还有下一个了
if table.isEmpty(self.SelectMaps) then
self:OnGameEnd();
return ;
end
self:UnLoadMiniGame();
self:LoadMiniGame();
end
function MiniGameManager:SetState(InState)
if IsServer then
self.State = InState;
self.MiniInfo.State = InState;
UGCLogSystem.Log("[MiniGameManager:SetState] CurrState = %s", TableHelper.printEnum(MiniGameState, self.State));
self:SetMiniInfo();
if self.CurrMiniMode ~= nil then
self.CurrMiniMode.State = InState;
end
if self.GameConfig then
self:DoMiniFunc('SetState', InState)
end
end
end
function MiniGameManager:SetRoundTimes(InTimes)
if IsServer then
self.MiniInfo.RoundTimes = InTimes;
self:SetMiniInfo();
if self.CurrMiniMode ~= nil then
self.CurrMiniMode.RoundTimes = InTimes;
end
end
end
function MiniGameManager:OnRep_RoundTimes(InOld)
if self.CurrMiniMode ~= nil then
self.CurrMiniMode.RoundTimes = self.MiniInfo.RoundTimes;
end
end
function MiniGameManager:OnRep_State(InOld)
UGCLogSystem.Log("[MiniGameManager:OnRep_State] self.State = %s, StateName = %s", tostring(self.MiniInfo.State), TableHelper.printEnum(MiniGameState, self.State));
self.State = self.MiniInfo.State;
UGCEventSystem.SendEvent(EventTypes.MiniStateChange, self.State);
if self.State == MiniGameState.MINI_PREPARE then
elseif self.State == MiniGameState.ROUND_PREPARE then
self:OnPrepareEnd();
elseif self.State == MiniGameState.ROUND_GAMING then
self:OnMiniRoundFormalStart();
elseif self.State == MiniGameState.ROUND_END then
self:OnMiniRoundEnd();
elseif self.State == MiniGameState.MINI_END then
self:OnMiniGameEnd();
elseif self.State == MiniGameState.ENDED then
self:OnGameEnd();
end
end
--- 设置同步 MiniInfo,
function MiniGameManager:SetMiniInfo()
self.Owner:SetMiniInfo(self.MiniInfo);
end
--- 设置游戏数据
---@vararg
function MiniGameManager:SetGameInfo(InName, InInfo)
--UGCLogSystem.LogTree(string.format("[MiniGameManager:SetGameInfo] InInfo ="), InInfo)
if type(InInfo) == 'table' then
self.MiniInfo[InName] = TableHelper.DeepCopyTable(InInfo);
else
self.MiniInfo[InName] = InInfo;
end
self:SetMiniInfo();
end
-- 给予子模块的数据同步
function MiniGameManager:DOREPONCE(Name)
if self.CurrMiniMode then
self:SetGameInfo(Name, self.CurrMiniMode[Name]);
end
end
function MiniGameManager:DoMiniFunc(InName, ...)
if self.CurrMiniMode then
return table.func(self.CurrMiniMode, InName, ...);
else
if self.CurrSelectMap then
-- 加载一下
self.CurrMiniMode = require(self.ScriptPath .. self.GameConfig[self.CurrSelectMap].Script);
if self.CurrMiniMode == nil then return false; end
if not table.isEmpty(self.GameConfig[self.CurrSelectMap].Params) then
for i, v in pairs(self.GameConfig[self.CurrSelectMap].Params) do
assert(self.CurrMiniMode[i] == nil);
self.CurrMiniMode[i] = v;
end
end
if IsClient then
-- 立刻发送过去表示当前已经创建完毕
self:SendRPC("ClientMiniGameReady", LocalPlayerKey);
self:ClientMiniGameReady(LocalPlayerKey);
end
return self:DoMiniFunc(InName, ...);
end
end
end
---@param InPlayerKey PlayerKey 具体是哪个客户端就绪了
function MiniGameManager:ClientMiniGameReady(InPlayerKey)
-- 客户端的已经就绪,此时可以直接执行对应操作
UGCLogSystem.Log("[MiniGameManager:ClientMiniGameReady] InPlayerKey = %d", tostring(InPlayerKey));
end
----------------------------------- 地图函数 -----------------------------------
MiniGameManager.CurrLoadMapName = nil;
--- 加载地图
function MiniGameManager:LoadMap(InIndex)
-- 检查当前是什么东西,如果是随机的话
local MapNames = MiniGameConfig[InIndex].Map.MapName;
local LoadMap = "";
if type(MapNames) == 'table' then
local Total = 0;
local Maps = {};
for Name, Rate in pairs(MapNames) do
if type(Name) == 'string' then
Total = Total + Rate;
table.insert(Maps, {
Name = Name,
Rate = Rate,
});
elseif type(Name) == 'number' then
table.insert(Maps, {
Name = Rate,
Rate = 1,
})
end
end
local MapCount = table.getCount(Maps);
if Total == 0 then
-- 从这两个中随机一个
LoadMap = Maps[math.random(MapCount)].Name;
else
local RandomNum = math.pop() * Total;
for i = 1, table.getCount(Maps) do
RandomNum = RandomNum - Maps[i].Rate;
if RandomNum <= 0 then
LoadMap = Maps[i].Name;
break ;
end
end
end
elseif type(MapNames) == 'string' then
LoadMap = MapNames;
end
self.CurrLoadMapName = LoadMap;
self.Owner:LoadMap({ LoadMap });
end
--- 完成加载地图
function MiniGameManager:OnMapLoadComplete()
UGCLogSystem.Log("[MiniGameManager:OnMapLoadComplete] 地图加载完成")
if IsServer then
self:AllPlayerRespawn(0.5);
end
self:OnMapLoaded();
end
--- 加载地图
function MiniGameManager:OnMapLoaded()
UGCLogSystem.Log("[MiniGameManager:OnMapLoaded] 加载地图成功")
self:DoMiniFunc("OnAlready");
end
--- 卸载地图
function MiniGameManager:UnLoadMap()
-- 然后过一会再重新加载地图
self.Owner:UnloadMap({ self.CurrLoadMapName });
end
function MiniGameManager:OnMapUnLoadedComplete()
UGCLogSystem.Log("[MiniGameManager:OnMapUnLoadedComplete] 异步卸载地图完成")
end
--- 玩家选择地图
function MiniGameManager:OnPlayerSelectMap(InPlayer, InMapIndex)
if IsServer then
table.insert(self.SelectMaps, InMapIndex);
-- 发送 RPC
self:SendRPC("OnPlayerSelectMap", self.SelectMaps)
else
UGCEventSystem.SendEvent(EventTypes.MiniGame_SelectMap, self.SelectMaps);
end
end
----------------------------------- 回合函数 -----------------------------------
--- 开启小局
function MiniGameManager:OnMiniRoundPrepare()
-- 小局次数 - 1
if IsServer then
self:SetState(MiniGameState.ROUND_PREPARE);
local PreTime = self:GetCurrStateTotalTime()
self:HandleAddTick(PreTime, self.OnMiniRoundFormalStart, function(o, dt, st, t)
o:OnBeforeGameStart(t);
end);
self.CurrMiniMode.RoundTimes = self.CurrMiniMode.RoundTimes - 1;
self.CurrMiniMode.bGameEnd = false;
self.CurrMiniMode.bRoundEnd = false;
self:SetRoundTimes(self.CurrMiniMode.RoundTimes);
else
-- 看看是否要执行什么
UGCLogSystem.Log("[MiniGameManager:OnMiniRoundPrepare] CurrSelectMap = %s", tostring(self.CurrSelectMap));
end
self:DoMiniFunc("OnRoundStart", self:GetCurrRoundTimes())
end
--- 小局正式开始
function MiniGameManager:OnMiniRoundFormalStart()
-- 这是正式开启了
UGCLogSystem.Log("[MiniGameManager:OnMiniRoundFormalStart] 正式开始游戏")
if self.CurrMiniMode then
self.CurrMiniMode.RoundStartTime = UE.GetServerTime();
end
if IsServer then
-- 启动计时,让小游戏有一个时限
self:SetState(MiniGameState.ROUND_GAMING);
self:HandleAddTick(self:GetCurrStateTotalTime(), self.OnMiniRoundEnd, nil, function(o)
return o.CurrMiniMode.bGameEnd or o.CurrMiniMode.bRoundEnd;
end);
-- 解除玩家封禁状态
self:SetAllPawnsCanMove(true);
end
self:DoMiniFunc("OnRoundFormalStart", self:GetCurrRoundTimes(), self.CurrMiniMode.RoundStartTime);
end
function MiniGameManager:OnMiniRoundEnd()
-- 通知结束了
UGCLogSystem.Log("[MiniGameManager:OnMiniRoundEnd] 结束")
self.CurrMiniMode.RoundEndTime = UE.GetServerTime();
local Winner = 0;
if IsServer then
self:SetState(MiniGameState.ROUND_END);
if self.CurrMiniMode.RoundTimes <= 0 or self.CurrMiniMode.bGameEnd then
UGCLogSystem.Log("[MiniGameManager:OnMiniRoundEnd] 回合结束")
self:HandleAddTick(self:GetCurrStateTotalTime(), self.OnMiniGameEnd);
else
-- 继续
-- 开始计时
UGCLogSystem.Log("[MiniGameManager:OnMiniRoundEnd] 下一小局开始")
self:HandleAddTick(self:GetCurrStateTotalTime(), self.OnMiniRoundPrepare);
end
if table.hasFunc(self.CurrMiniMode, 'GetRoundWinner') then
self.MiniInfo.RoundWinner = self:DoMiniFunc("GetRoundWinner", self:GetCurrRoundTimes());
end
Winner = self.MiniInfo.RoundWinner;
UGCLogSystem.Log("[MiniGameManager:OnMiniRoundEnd] Winner = %s", tostring(Winner))
-- 检查是否需要关闭
self:SetAllPawnsCanMove(false);
else
-- 显示回合成功或者失败执行到此一定可以拿到Winner是谁
-- 直接获取 Winner
Winner = self.MiniInfo.RoundWinner
UGCLogSystem.Log("[MiniGameManager:OnMiniRoundEnd] RoundWinner = %s", tostring(Winner));
-- 显示 UI
end
self:DoMiniFunc("OnRoundEnd", self:GetCurrRoundTimes(), Winner, self.CurrMiniMode.RoundEndTime - self.CurrMiniMode.RoundStartTime);
end
function MiniGameManager:SetGameOver()
self.CurrMiniMode.bRoundEnd = true;
self.CurrMiniMode.bGameEnd = true;
end
----------------------------------- 玩家函数 -----------------------------------
--- 当添加玩家的时候执行
function MiniGameManager:OnPlayerLogin(TeamId, InPlayerKey)
UGCLogSystem.Log("[MiniGameManager:OnPlayerLogin] 玩家:%d 登录", InPlayerKey);
if self.TeamPlayerKeys == nil then
self.TeamPlayerKeys = {};
end
if self.TeamPlayerKeys[TeamId] == nil then
self.TeamPlayerKeys[TeamId] = {};
end
table.insert(self.TeamPlayerKeys[TeamId], InPlayerKey);
self:DoMiniFunc("OnPlayerLogin", TeamId, InPlayerKey);
-- 如何发送到客户端呢?
self:SetGameInfo("TeamPlayerKeys", self.TeamPlayerKeys);
end
function MiniGameManager:OnRep_TeamPlayerKeys()
-- 执行
UGCLogSystem.LogTree(string.format("[MiniGameManager:OnRep_TeamPlayerKeys] self.TeamPlayerKeys ="), self.TeamPlayerKeys);
end
function MiniGameManager:OnPlayerLeave(InPlayerKey)
UGCLogSystem.Log("[MiniGameManager:OnPlayerLeave] 玩家:%d 登出", InPlayerKey);
self:DoMiniFunc("OnPlayerLeave", InPlayerKey);
if IsServer then
-- 判断还有多少人
local LastPCs = {};
local TeamIds = {};
for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do
if UE.IsValid(v) and v.PlayerKey ~= InPlayerKey then
local TeamId = UGCPlayerControllerSystem.GetTeamID(v);
table.insert(LastPCs, v);
TeamIds[TeamId] = 1;
end
end
-- 仅剩一队的情况下无论如何都要退出游戏,因此写在这里
if table.getCount(TeamIds) <= 1 then
-- 直接结束
for TeamId, _ in pairs(TeamIds) do
self:DoMiniFunc("OnLastTeam", TeamId, LastPCs);
end
self:SetGameOver();
end
end
end
--- 检查还有多少人,如果仅剩一个人那么直接结束游戏
function MiniGameManager:CheckLastPlayers()
local LastPlayers = {};
for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do
if UE.IsValid(v) and v.PlayerKey then
table.insert(LastPlayers, v);
end
end
if table.isEmpty(LastPlayers) then
-- 直接结束,一点不考虑
return true;
end
return false;
end
--- 检查当前是否仅剩一支队伍?
---@return bool, table<TeamId, int32> 是否仅剩一只队伍,剩余队伍的 TeamID
function MiniGameManager:CheckAliveTeam()
local TeamIds = {};
for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do
if UE.IsValid(v) and v.PlayerKey ~= InPlayerKey then
local TeamId = UGCPlayerControllerSystem.GetTeamID(v);
TeamIds[TeamId] = 1;
end
end
for i, v in pairs(TeamIds) do
return true, i;
end
return false, TeamIds;
end
---@param PlayerStartList table<TeamId, table<int32, APlayerStart>>
---@param Controller UGCPlayerController_C
function MiniGameManager:SelectPlayerStart(PlayerStartList, Controller)
return self:DoMiniFunc('SelectPlayerStart', PlayerStartList, Controller);
end
--- S & C 玩家在加载好之后进行的初始化操作
function MiniGameManager:OnPawnInit(Pawn)
if IsServer then
UGCLogSystem.Log("[MiniGameManager:OnPawnInit] self.CurrSelectMap = %s", tostring(self.CurrSelectMap))
if self.CurrSelectMap == nil then return ; end
local Weapons = self.GameConfig[self.CurrSelectMap].InitWeapons;
UGCLogSystem.LogTree(string.format("[MiniGameManager:OnPawnInit] Weapons ="), Weapons)
self:DoMiniFunc('OnPawnInit', Pawn, Weapons);
else
self:DoMiniFunc('OnPawnInit', Pawn);
end
end
--- 修改伤害函数
---@param DamagedActor UGCPlayerPawn_C
---@param Damage float
---@param DamageType EDamageType
---@param EventInstigator UGCPlayerController_C
function MiniGameManager:OnPlayerDamage(DamagedActor, Damage, DamageType, EventInstigator)
UGCLogSystem.Log("[MiniGameManager:OnPlayerDamage] DamagedActor = %s, Damage = %f", UE.GetName(DamagedActor), Damage);
local CalDamage = self:DoMiniFunc('OnPlayerTakeDamage', DamagedActor, Damage, DamageType, EventInstigator)
if CalDamage == nil then return Damage; end
return CalDamage;
end
--- S & C 接受到伤害函数
function MiniGameManager:BPReceiveDamage(DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser)
if IsServer then
self:DoMiniFunc('BPReceiveDamage', DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser)
end
end
--- 当玩家死亡
---@param DeadPlayerKey PlayerKey
---@param KillerPlayerKey PlayerKey
function MiniGameManager:OnPlayerDead(DeadPlayerKey, KillerPlayerKey)
self:DoMiniFunc('OnPlayerDead', DeadPlayerKey, KillerPlayerKey);
if IsServer then
-- 发送 RPC
self:SendRPC("OnPlayerDead", DeadPlayerKey, KillerPlayerKey);
end
end
function MiniGameManager:OnPlayerRespawn(InPlayerKey)
self:DoMiniFunc("OnPlayerRespawn", InPlayerKey)
end
function MiniGameManager:OnPlayerPossessed(Pawn, NewController)
-- 检查是否有初始武器,如果有,那么直接添加
if self.CurrSelectMap == nil or self.CurrMiniMode == nil then return ; end
if self.GameConfig[self.CurrSelectMap].IsPlayerStunPrepare then
NewController:SetCanMove(false);
end
self:DoMiniFunc("OnPlayerPossessed", Pawn, NewController);
end
---@param PlayerController UGCPlayerController_C
---@param Target APickUpWrapperActor
---@param ItemID int32
---@param Count int32
function MiniGameManager:OnPlayerPickup(PlayerController, Target, ItemID, Count)
self:DoMiniFunc("OnPlayerPickup", PlayerController, Target, ItemID, Count)
end
---@param InPawn UGCPlayerPawn_C
---@param Weapon ASTExtraWeapon
function MiniGameManager:OnPlayerGetWeapon(InPawn, Weapon)
if self.CurrMiniMode then
self:DoMiniFunc("OnPlayerGetWeapon", InPawn, Weapon);
end
end
--- 武器攻击到什么东西的时候
---@param InPawn UGCPlayerPawn_C 是谁射到了
---@param ShootWeapon ASTExtraShootWeapon 发射用的武器
---@param Bullet ASTExtraShootWeaponBulletBase 射中的子弹
---@param HitInfo FHitResult Hit
function MiniGameManager:OnWeaponBulletHit(InPawn, ShootWeapon, Bullet, HitInfo)
if self.CurrMiniMode then
self:DoMiniFunc("OnWeaponBulletHit", InPawn, ShootWeapon, Bullet, HitInfo);
end
end
---@param InPawn UGCPlayerPawn_C
---@param ShootWeapon ASTExtraShootWeapon
---@param BulletID int32
function MiniGameManager:OnPlayerShoot(InPawn, ShootWeapon, BulletID)
if self.CurrMiniMode then
self:DoMiniFunc("OnPlayerShoot", InPawn, ShootWeapon, BulletID);
end
end
------------------------------------ 获取函数 ------------------------------------
--- 获取当前模式
function MiniGameManager:GetCurrentMode() return self.CurrMiniMode; end
--- 获取当前地图名
function MiniGameManager:GetCurrLevel() return self.GameConfig[self.CurrSelectMap].Map.MapName; end
--- 获取当前显示地图名称
function MiniGameManager:GetShowName() return self.GameConfig[self.CurrSelectMap].Map.ShowName; end
--- 获取当前是第几回合
function MiniGameManager:GetCurrRoundTimes()
if table.isEmpty(self.GameConfig) or self.CurrSelectMap == nil or table.isEmpty(self.GameConfig[self.CurrSelectMap]) then
return 1;
end
if self.GameConfig[self.CurrSelectMap].RoundTimes == nil then
return 1;
end
return self.GameConfig[self.CurrSelectMap].RoundTimes - self.CurrMiniMode.RoundTimes;
end
--- S & C 获取当前 State 的总时间
function MiniGameManager:GetCurrStateTotalTime()
if self.State == nil then return 0; end
local Times = nil;
if self.CurrSelectMap ~= nil and self.GameConfig ~= nil then
Times = self.GameConfig[self.CurrSelectMap].MiniGameTimes;
end
local TimeFunc = function(key)
local Time = 0;
if Times ~= nil and Times[key] ~= nil then
Time = Times[key];
else
Time = MiniGameTimes[key];
end
assert(Time ~= nil);
return Time;
end
if self.State <= MiniGameState.NON_START then
return 0;
elseif self.State == MiniGameState.SELECT_GAMES then
return MiniGameTimes.Active;
elseif self.State == MiniGameState.MINI_PREPARE then
return TimeFunc("Prepare");
elseif self.State == MiniGameState.ROUND_PREPARE then
return TimeFunc("RoundPrepare");
elseif self.State == MiniGameState.ROUND_GAMING then
return TimeFunc("RoundGaming");
elseif self.State == MiniGameState.ROUND_END then
return TimeFunc("RoundEnd")
elseif self.State == MiniGameState.MINI_END then
return TimeFunc("MiniGameEnd")
end
end
--- 获取总的回合数
function MiniGameManager:GetTotalRoundTimes()
if table.isEmpty(self.GameConfig) or self.CurrSelectMap == nil or table.isEmpty(self.GameConfig[self.CurrSelectMap]) then
return 1;
end
if self.GameConfig[self.CurrSelectMap].RoundTimes == nil then
return 1;
else
return self.GameConfig[self.CurrSelectMap].RoundTimes
end
end
------------------------------------ 给予函数 ------------------------------------
--- 所有玩家死亡
function MiniGameManager:AllPlayerDead()
for i, v in pairs(UGCGameSystem.GetAllPlayerPawn()) do
if v:IsAlive() then v:K2_DestroyActor(); end
end
end
--- 所有玩家重生
function MiniGameManager:AllPlayerRespawn(InTime)
self:AllPlayerDead();
UGCEventSystem.SetTimer(self.Owner, function()
for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do
UGCGameSystem.RespawnPlayer(v.PlayerKey);
end
end, InTime);
end
---@param InPawn UGCPlayerPawn_C
---@param InState EPawnState
function MiniGameManager:SetPawnState(InPawn, InState, IsSet)
if IsSet then
UGCPawnSystem.EnterPawnState(InPawn, InState)
else
UGCPawnSystem.LeavePawnState(InPawn, InState)
end
end
function MiniGameManager:SetAllPawnsCanMove(IsCan)
if self.CurrSelectMap == nil then return ; end
if table.isEmpty(self.GameConfig) then return ; end
if table.isEmpty(self.GameConfig[self.CurrSelectMap]) then return ; end
if not self.GameConfig[self.CurrSelectMap].IsPlayerStunPrepare then return ; end
for i, v in pairs(UGCGameSystem.GetAllPlayerController()) do v:SetCanMove(IsCan); end
end
--- 这个需要放在 GameState 中进行更改
function MiniGameManager:DOREPONCE(k, v)
self.Owner[k] = v;
DOREPONCE(self.Owner, k);
end
MiniGameManager.CachedMiniInfo = {};
--- 缓存一份
function MiniGameManager:MakeCachedMiniInfo()
if self.CachedMiniInfo.State == nil then
self.CachedMiniInfo.State = MiniGameState.NON_START;
end
end
--- 属性同步,对比是否不同,只有不同的会进行 OnRep_ 否则就不会进行。
function MiniGameManager:OnRep_MiniInfo(InOld)
for i, v in pairs(self.MiniInfo) do
-- 如果发生改变再执行对应的 OnRep
if type(v) == 'table' then
-- 比较一下这两者有什么不同
if not table.compare(v, self.CachedMiniInfo[i]) then
-- 更新一下
UGCLogSystem.Log("[MiniGameManager:OnRep_MiniInfo] 相同变量 Index = %s", tostring(i));
if self:IsRepProp(tostring(i)) then
self[i] = v;
table.func(self, "OnRep_" .. tostring(i), self.CachedMiniInfo[i]);
end
if self.CurrMiniMode ~= nil then
self.CurrMiniMode[i] = TableHelper.DeepCopyTable(v);
self:DoMiniFunc("OnRep_" .. tostring(i), self.CachedMiniInfo[i]);
end
end
else
if self.CachedMiniInfo[i] ~= v then
if self:IsRepProp(tostring(i)) then
self[i] = v;
table.func(self, "OnRep_" .. tostring(i), self.CachedMiniInfo[i]);
end
if self.CurrMiniMode ~= nil then
self.CurrMiniMode[i] = v;
self:DoMiniFunc("OnRep_" .. tostring(i), self.CachedMiniInfo[i]);
end
end
end
UGCLogSystem.Log("[MiniGameManager:OnRep_MiniInfo] Index = %s", i);
self.CachedMiniInfo[i] = nil;
end
-- 检查是否有多余的
for i, v in pairs(self.CachedMiniInfo) do
if self.MiniInfo[i] == nil then
if self:IsRepProp(tostring(i)) then
self[tostring(i)] = nil;
table.func(self, "OnRep_" .. tostring(i), v);
end
if self.CurrMiniMode ~= nil then
self.CurrMiniMode[tostring(i)] = nil;
self:DoMiniFunc("OnRep_" .. tostring(i), v);
end
UGCLogSystem.Log("[MiniGameManager:OnRep_MiniInfo] 执行冗余的 Index = %s", tostring(i));
end
UGCLogSystem.Log("[MiniGameManager:OnRep_MiniInfo] 冗余的 Index = %s", tostring(i));
end
-- 设置上去进行缓存
self.CachedMiniInfo = TableHelper.DeepCopyTable(self.MiniInfo);
end
--- 获取内部数据
function MiniGameManager:GetMiniInfo(InName)
if self.CurrMiniMode then
local Item = self:DoMiniFunc("GetMiniInfo", InName);
if Item ~= nil then return Item; end
return self.CurrMiniMode[InName];
end
return nil;
end
return MiniGameManager;