UGCProjects/AthleticMasters/Script/Global/MiniGame/MiniGameMode/MiniGameMode_PunctureBalloon.lua

101 lines
3.2 KiB
Lua
Raw Normal View History

2025-01-04 23:00:19 +08:00
---@class MiniGameMode_PunctureBalloon
---@field IsGameEnd bool
---@field PlayerAddScore table<PlayerKey, int32> 玩家获取的分数
---@type MiniGameMode_PunctureBalloon
local MiniGameMode_PunctureBalloon = {
IsGameEnd = false;
bIsInGame = false;
-- 给玩家结算添加的得分{[PlayerKey] = AddScore, ...}
PlayerAddScore = {};
AllCars = {};
CarIndex = 0;
}
--- 游戏初始化
function MiniGameMode_PunctureBalloon:Init()
self.CarManagerPath = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.PunctureBalloon].GameParam.CarManagerPath
self.CarManager = UGCSystemLibrary.GetUniqueInstanceFromPath(self.CarManagerPath)
self.CarManager:InitCar()
UGCEventSystem.AddListener(EventEnum.PierceBalloon, self.PierceBalloon, self)
end
--- 准备时间结束游戏开始
function MiniGameMode_PunctureBalloon:GameBegin()
self.bIsInGame = true
self.CarManager:AllPlayerDriverCar()
end
function MiniGameMode_PunctureBalloon:Update(DeltaTime)
-- 判断该玩法是否已结束
if self.IsGameEnd then return end
-- Update逻辑
-- Update逻辑 End
end
--- 设置游戏结束,手动触发会结束该玩法,倒计时结束将自动触发该函数
function MiniGameMode_PunctureBalloon:SetMiniGameModeEnd()
if not self.IsGameEnd then
self.IsGameEnd = true
self:MiniGameEnd()
end
end
--- 获取当前回合游戏结算,
---@return "{[PlayerKey] = AddScore, ...}"
function MiniGameMode_PunctureBalloon:GetPlayerAddScore()
return self.PlayerAddScore
end
--- 外层调用,判断该玩法是否已结束
function MiniGameMode_PunctureBalloon:CheckGameFinish()
return self.IsGameEnd
end
--- 结束触发
function MiniGameMode_PunctureBalloon:MiniGameEnd()
self.PlayerAddScore = UGCGameSystem.GameState:GetPlayerMiniGameAddScore()
UGCEventSystem.RemoveListener(EventEnum.PierceBalloon, self.PierceBalloon, self)
self.CarManager:RemoveAllCar()
end
------------------------------------------ Player ------------------------------------------
--- 玩家死亡
function MiniGameMode_PunctureBalloon:PlayerDead(VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue, Assister)
end
--- 玩家伤害修改
function MiniGameMode_PunctureBalloon:PlayerDamageModify(DamageAmount, VictimPawn, CauserPC)
return DamageAmount
end
--- 玩家受控时
function MiniGameMode_PunctureBalloon:PlayerPossessed(PlayerKey)
end
--- 玩家BeginPlay触发
function MiniGameMode_PunctureBalloon:PlayerBeginPlay(PlayerPawn)
end
---------------------------------------- Player End ----------------------------------------
function MiniGameMode_PunctureBalloon:PierceBalloon(StabPlayer, PuncturedPlayer)
-- UGCLogSystem.Log("[MiniGameMode_PunctureBalloon_PierceBalloon] StabPlayer:%s, PuncturedPlayer:%s", tostring(StabPlayer), tostring(PuncturedPlayer))
UGCGameSystem.GameState:PlayerAddMiniGameScore(StabPlayer, 1)
UGCGameSystem.GameState:PlayerAddMiniGameScore(PuncturedPlayer, -1)
MiniGameConfig.CheckPlayerTask(StabPlayer, MiniGameConfig.MiniGameType.PunctureBalloon, UGCGameSystem.GameState:GetPlayerMiniGameScore(StabPlayer), false)
end
return MiniGameMode_PunctureBalloon