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Lua
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2025-01-04 23:00:19 +08:00
local EventAction_WaitingPlayer = {
-- 最大等待时间
WaitTime = 30;
WaitFinishEvent = 0;
WaitFailureEvent = 0;
-- 至少等待的时间
AtLeastWaitingTime = 5;
-- 即将开始的提示
GameWillBeginWaitTime = 5;
}
-- 触发器激活时将执行Action的Execute
function EventAction_WaitingPlayer:Execute(...)
if not UGCGameSystem.IsServer() then return end
UGCGameSystem.GameState:SetGameStateType(CustomEnum.EGameState.Waiting)
-- 显示等待界面UI
UGCGameSystem.GameState:ShowSimplePlayModeUI(WidgetConfig.EUIType.WaitingTime)
-- 随机加载关卡
if GlobalConfigs.GameSetting.RandomLoadMap then
self:AsyncLoadRandomMap()
end
self.DoOnceGameWillBegin = true;
self.JoinedPlayerNum = 0
self.bEnableActionTick = true
return true
end
function EventAction_WaitingPlayer:Update(DeltaSeconds)
self.WaitTime = self.WaitTime - DeltaSeconds
-- 判断是否要发送游戏即将开始提示
if self.WaitTime <= self.GameWillBeginWaitTime and not self.DoOnceNotifyWillBegin then
self.DoOnceNotifyWillBegin = true
UGCSendRPCSystem.RPCEvent(nil, EventEnum.GameWillBegin)
end
-- 获取玩家数量
self.JoinedPlayerNum = #UGCGameSystem.GetAllPlayerController()
-- 判断玩家数是否满足
if self.JoinedPlayerNum >= GlobalConfigs.GameModeSetting.MaxPlayerNum then
self.WaitTime = math.min(self.AtLeastWaitingTime, self.WaitTime)
end
if self.WaitTime <= 0 then
self.WaitTime = 0
self:WaitPlayJoinFinish(self.JoinedPlayerNum >= GlobalConfigs.GameModeSetting.MinPlayerNum)
end
-- 更新时间
UGCGameSystem.GameState:SetGameTime(math.floor(self.WaitTime))
end
function EventAction_WaitingPlayer:WaitPlayJoinFinish(bWaitSucceed)
self.bEnableActionTick = false
if bWaitSucceed then
UGCEventSystem.SendEvent(self.WaitFinishEvent)
else
UGCGameSystem.GameState:SetGameStateType(CustomEnum.EGameState.InsufficientNumberOfPeople)
UGCEventSystem.SendEvent(self.WaitFailureEvent)
end
end
function EventAction_WaitingPlayer:AsyncLoadRandomMap()
local MapIndex = 1
local ProbabilityOfPlayingList = {}
for i, v in pairs(MapConfig.MapInfo) do
ProbabilityOfPlayingList[i] = v.ProbabilityOfPlaying
end
MapIndex = UGCSystemLibrary.RandomIndex(ProbabilityOfPlayingList)
UGCGameSystem.GameState:SetMapKey(MapIndex)
local MapName = MapConfig.MapInfo[MapIndex].MapName
UGCLogSystem.Log("[EventAction_WaitingPlayer_AsyncLoadMapFromType] MapIndex:%s, LoadMapIndex:%s, MapName:%s", tostring(MapIndex), tostring(MapIndex), MapName)
local SpecialModeType = MapConfig.MapInfo[MapIndex].SpecialModeType
if SpecialModeType and MapConfig.SpecialModeFunc[SpecialModeType] then
MapConfig.SpecialModeFunc[SpecialModeType](MapConfig.MapInfo[MapIndex].SpecialModeParam)
end
UGCSendRPCSystem.RPCEvent(nil, EventEnum.LoadMap, MapIndex)
LevelStreamUtil.LoadStreamLevels({MapName}, {Object = self, Func = self.LoadMapFinish}, false);
end
function EventAction_WaitingPlayer:LoadMapFinish()
-- 刷新出生点
UGCEventSystem.SendEvent(EventEnum.UpdatePlayerStartList)
-- 重置所有玩家
UGCGameSystem.SendModeCustomEvent("ResetAllPlayer")
end
return EventAction_WaitingPlayer