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Lua
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2025-01-04 23:00:19 +08:00
local PoisonManager = {};
-- 该数值是在 GameMode->DataManager->DataSources 中配置的;
PoisonManager.PoisonConfigIndex = 7;
---@type PoisonConfigItem[]
PoisonManager.ConstConfig = {
{
delaytime = 8,
SafeZoneAppeartime = 30,
lasttime = 40,
blueradius = 250 * 100,
whiteradius = 235 * 100,
pain = 1.5,
},
--{
-- delaytime = 20,
-- SafeZoneAppeartime = 30,
-- lasttime = 40,
-- blueradius = 6500,
-- whiteradius = 5000,
-- pain = 3,
--},
};
---@type table<int32, AActor>
PoisonManager.MapCenterActors = {};
PoisonManager.SelectCenterIndex = 0;
PoisonManager.CenterActor = nil;
--- 选择地图之后,执行
function PoisonManager:Init()
if table.isEmpty(self.MapCenterActors) then
-- 如果为空,重新加载一遍
UGCLogSystem.Log("[PoisonManager:Init] 重新加载一边")
ActorStartManager:OnMapLoadComplete();
end
if table.isEmpty(self.MapCenterActors) then return; end
UGCLogSystem.LogTree(string.format("[PoisonManager:Init] self.MapCenterActors ="), self.MapCenterActors)
end
--- 选择一个地图中心点进行刷圈
function PoisonManager:SelectMapCenter()
self:Clear();
-- 从中选取一个
self.Config = TableHelper.DeepCopyTable(self.ConstConfig);
-- 选取一个
if table.isEmpty(self.MapCenterActors) then
self:Init();
if table.isEmpty(self.MapCenterActors) then
UGCLogSystem.Log("[PoisonManager:SelectMapCenter] 加载不到地图中心点")
return ;
end
end
local Keys = {};
for i, v in pairs(self.MapCenterActors) do table.insert(Keys, i); end
self.SelectCenterIndex = table.func(GlobalMiniMode, "SelectMapCenter", self.MapCenterActors);
if self.SelectCenterIndex == nil then
self.SelectCenterIndex = Keys[math.random(#Keys)];
GameState:SetCenterIndex(self.SelectCenterIndex);
end
self.CenterActor = self.MapCenterActors[self.SelectCenterIndex];
-- 现在是确定了的地图中心
PluginManager:OnSelectMapCenter(self.SelectCenterIndex, self.CenterActor);
local Center = self.MapCenterActors[self.SelectCenterIndex];
local CenterLoc = Center:K2_GetActorLocation();
for i = 1, #self.Config do
local ConfigItem = self.Config[i];
local CirCleCfg = self:CreateNewCirCleCfg()
ConfigItem.bluepoint = VectorHelper.ToLuaTable2D(CenterLoc);
local MinCenter = nil;
if DefaultSettings.RandomPoison then
MinCenter = math.randomCircleInCircle(CenterLoc, ConfigItem.blueradius, ConfigItem.whiteradius);
else
MinCenter = VectorHelper.ToLuaTable2D(CenterLoc);
end
for Index, config in pairs(ConfigItem) do
CirCleCfg[Index] = config;
end
CirCleCfg.bUseCustomBluePoint = true;
CirCleCfg.bUseCustomWhitePoint = true;
CirCleCfg.whitepoint = MinCenter;
UGCGameSystem.GameMode.DataManager.DataSources[self.PoisonConfigIndex].CircleConfigs:Add(CirCleCfg);
CenterLoc = MinCenter;
end
UGCLogSystem.Log("[PoisonManager:SelectMapCenter] self.SelectCenterIndex = %d", self.SelectCenterIndex)
end
--- 游戏正式开始的时候调用
function PoisonManager:Toggle(Enable)
UGCLogSystem.Log("[PoisonManager:Toggle] 启动")
if Enable then self:SelectMapCenter(); end
UGCBlueprintFunctionLibrary.TogglePoisonCircle(GameState, Enable);
end
function PoisonManager:GetSelectMapIndex()
return self.SelectCenterIndex;
end
function PoisonManager:Clear()
UGCGameSystem.GameMode.DataManager.DataSources[self.PoisonConfigIndex].CircleConfigs:Empty();
UGCLogSystem.Log("[PoisonManager:Clear] 清空")
end
function PoisonManager:GetRadiationActor()
return GameState:GetRadiationActor();
end
--- 判断一个 Actor 是否在圈内
---@param InActor AActor
function PoisonManager:IsActorInCircle(InActor)
if self:GetRadiationActor() == nil then return end
local Dis = VectorHelper.GetActorDis2D(self:GetRadiationActor(), InActor)
local Scale = self:GetRadiationActor():GetActorScale3D().X
return Dis / 100 <= Scale;
end
function PoisonManager:CreateNewCirCleCfg()
return UE.CreateStruct("CirCleCfg");
end
return PoisonManager;