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2025-01-04 23:00:19 +08:00
ItemTool = {};
----------------------------------- 武器 -----------------------------------
--- 设置玩家所有武器槽武器的子弹属性
---@param InPawn UGCPlayerPawn_C 玩家
---@param InfiniteType EFillBulletType 无限子弹类型
---@param IsEnable bool 是否设置
function ItemTool.SetAllWeaponInfinite(InPawn, InfiniteType, IsEnable)
if IsEnable == nil then IsEnable = true; end
for i, v in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v)
ItemTool.SetWeaponInfinite(InPawn, Weapon, InfiniteType, IsEnable);
end
end
---@param InWeapon ASTExtraShootWeapon 射击武器
---@param InfiniteType EFillBulletType 武器无限子弹类型
---@param IsEnable bool 是否开启
function ItemTool.SetWeaponInfinite(InPawn, InWeapon, InfiniteType, IsEnable)
if UE.IsValid(InWeapon) and ItemTool.IsShootWeapon(InWeapon) then
if InfiniteType == EFillBulletType.Infinite then
UGCGunSystem.EnableInfiniteBullets(InWeapon, IsEnable);
elseif InfiniteType == EFillBulletType.ClipInfinite then
UGCGunSystem.EnableClipInfiniteBullets(InWeapon, IsEnable);
elseif InfiniteType == EFillBulletType.Fill then
ItemTool.FillWeaponBullet(InPawn, InWeapon);
end
end
end
--- 填充玩家身上的所有武器子弹
---@param InPawn UGCPlayerPawn_C
function ItemTool.FillAllWeaponBullets(InPawn)
if UE.IsValid(InPawn) then
InPawn:SetAllWeaponBulletNumToMaxOnServer(true, false)
ItemTool.FillCurrentWeaponBullet(InPawn);
end
end
--- 填充对应武器子弹
---@param InPawn UGCPlayerPawn_C
---@param InWeapon ASTExtraShootWeapon
function ItemTool.FillWeaponBullet(InPawn, InWeapon)
InPawn:SetTargetWeaponBulletNumToMaxOnServer(InWeapon, true, false);
end
function ItemTool.FillCurrentWeaponBullet(InPawn)
local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(InPawn);
if Weapon and UE.IsValid(Weapon) and ItemTool.IsShootWeapon(Weapon) then
local MaxCount = UGCGunSystem.GetMaxBulletNumInOneClip(Weapon);
Weapon:SetCurrentBulletNumInClipOnServer(MaxCount, true);
end
end
---@param InPawn UGCPlayerPawn_C 玩家
---@param InWeaponId int32 武器 ID
---@param FillBulletType EFillBulletType 无限子弹类型
---@param IsEnable bool 是否设置
function ItemTool.SetWeaponInfiniteById(InPawn, InWeaponId, FillBulletType, IsEnable)
if FillBulletType ~= nil then
if FillBulletType <= 3 then
-- 获取这个武器
local Weapons = ItemTool.GetWeaponsById(InPawn, InWeaponId);
for i, Weapon in pairs(Weapons) do
ItemTool.SetWeaponInfinite(InPawn, Weapon, FillBulletType, IsEnable);
end
table.func(InPawn, "SetInfiniteType", FillBulletType)
else
if WeaponAmmoIdMap[InWeaponId] and FillBulletType > 0 then
UGCBackPackSystem.AddItem(InPawn, WeaponAmmoIdMap[InWeaponId], FillBulletType);
end
end
--ItemTool.SetAllWeaponInfinite(InPawn, EFillBulletType.Fill, IsEnable);
end
end
--- 找到玩家身上的一把枪械或者近战武器这些
---@param InPawn UGCPlayerPawn_C 玩家
---@param IsForce bool 是否强制找到一把枪,默认都是强制
---@return ASTExtraWeapon
function ItemTool.GetPlayerFirstWeapon(InPawn, IsForce)
for i, v in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v);
if UE.IsValid(Weapon) then return Weapon; end
end
return nil;
end
---@param InPawn UGCPlayerPawn_C 玩家
---@param InWeaponId int32 武器 ID
---@return ASTExtraShootWeapon* 射击武器
function ItemTool.GetWeaponsById(InPawn, InWeaponId)
local Weapons = {};
for i, v in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v);
if UE.IsValid(Weapon) then
if Weapon:GetWeaponItemID() == InWeaponId then
table.insert(Weapons, Weapon);
end
end
end
return Weapons;
end
---@param InPawn UGCPlayerPawn_C 玩家
---@param InWeaponId int32 武器 ID
---@param InCount int32 武器数量
---@param bAppend bool 是否需要添加配件
---@param FillBulletType EFillBulletType 是否需要添加子弹
function ItemTool.AddWeaponItem(InPawn, InWeaponId, InCount, bAppend, FillBulletType)
if not UE.IsValid(InPawn) then return end
local bHadAdd = false;
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local Times = 10;
repeat
bHadAdd = UGCBackPackSystem.AddItem(InPawn, InWeaponId, InCount)
Times = Times - 1;
until bHadAdd or Times <= 0;
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local Weapon = ItemTool.GetLastWeapon(InPawn, InWeaponId);
if not bAppend then return Weapon end
ItemTool.AddWeaponParts(InPawn, InWeaponId, bAppend);
if FillBulletType ~= nil then
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ItemTool.SetWeaponInfinite(InPawn, Weapon, FillBulletType, true);
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end
return Weapon;
end
--- 移除玩家身上所有的武器
---@param InPawn UGCPlayerPawn_C
function ItemTool.ClearAllWeapon(InPawn)
for i, v in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v);
if Weapon and UE.IsValid(Weapon) then
ItemTool.ClearWeapon(InPawn, Weapon);
end
end
end
---@param Weapon ASTExtraWeapon
---@param InPawn UGCPlayerPawn_C
---@return table<int32, FItemDefineID>
function ItemTool.GetWeaponPartsDefineIDs(InPawn, Weapon)
local BackComp = UGCBackPackSystem.GetBackpackComponent(InPawn);
local InstanceIds = {};
local CustomList = {};
for i = 0, 5 do
local DefineID = Weapon:GetWeaponAttachmentIDBySocketType(i);
if DefineID.bValidInstance and DefineID.bValidItem then
InstanceIds[DefineID.InstanceID] = DefineID;
CustomList[i] = {
TypeSpecificID = DefineID.TypeSpecificID,
InstanceID = DefineID.InstanceID,
Type = DefineID.Type,
};
end
end
return InstanceIds, CustomList;
end
---@param Weapon ASTExtraWeapon
---@param InPawn UGCPlayerPawn_C
function ItemTool.ClearWeapon(InPawn, Weapon)
local BackComp = UGCBackPackSystem.GetBackpackComponent(InPawn);
local InstanceIds = ItemTool.GetWeaponPartsDefineIDs(InPawn, Weapon);
UGCLogSystem.Log("[ItemTool.ClearWeapon] 开始移除")
for i, v in pairs(InstanceIds) do
local bDrop = BackComp:DropItem(v, 1, EBattleItemDropReason.Force);
if not bDrop then
UGCLogSystem.Log("[ItemTool.ClearWeapon] 移除配件失败Weapon Id = %d, Part Id = %d", Weapon:GetWeaponItemID(), v.TypeSpecificID);
end
end
-- 寻找当前的武器子弹,再清除这些子弹
local WeaponInstanceID = Weapon:GetItemDefineID().InstanceID
-- 找到子弹
local AmmoId = WeaponAmmoIdMap[Weapon:GetWeaponItemID()];
UGCLogSystem.Log("[ItemTool.ClearWeapon] 移除 武器 %d", Weapon:GetWeaponItemID())
UGCBackPackSystem.DropItemByInstanceID(InPawn, WeaponInstanceID, 1, true);
if type(AmmoId) ~= 'number' then return ; end
local Count = BackComp:GetItemCount(AmmoId)
if Count > 0 then
UGCBackPackSystem.DropItem(InPawn, AmmoId, Count, true);
UGCLogSystem.Log("[ItemTool.ClearWeapon] 移除 %d 子弹 %d 个", AmmoId, Count)
end
end
--- 清空背包中的所有配件和子弹
function ItemTool.OnlyClearParts(InPawn)
local Comp = UGCBackPackSystem.GetBackpackComponent(InPawn)
local AllData = UGCBackPackSystem.GetAllItemData(InPawn)
for i, v in pairs(AllData) do
if GetCustomItemType(v.ItemID) == ECustomItemType.Bullet or
GetCustomItemType(v.ItemID) == ECustomItemType.Part
then
UGCBackPackSystem.DropItemByInstanceID(InPawn, v.InstanceID, v.Count, true);
end
end
end
--- 获取武器的所有配件
---@param InWeapon ASTExtraWeapon 武器
---@return table<int32, int32>
function ItemTool.GetWeaponParts(InWeapon)
local Table = {};
if ItemTool.IsShootWeapon(InWeapon) then
if InWeapon.AttachedAttachmentID then
for i, v in pairs(InWeapon.AttachedAttachmentID) do
if not table.hasValue(Table, v) then Table[#Table + 1] = v; end
end
end
end
return Table;
end
--- 是否是射击枪械类
---@param InWeapon ASTExtraWeapon 武器
---@return bool 是否是射击枪械类
function ItemTool.IsShootWeapon(InWeapon)
if InWeapon == nil then return false end
return UE.IsA(InWeapon, UGCGameSystem.GameState:GetShootWeaponClass());
end
---@param InPawn UGCPlayerPawn_C
---@param InFunc fun(Weapon:ASTExtraWeapon)
function ItemTool.ForeachWeapon(InPawn, InFunc)
for i, v in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v);
if UE.IsValid(Weapon) then InFunc(Weapon); end
end
end
---@param InWeaponId int32
---@return bool 是否是射击武器
function ItemTool.IsShootWeaponById(InWeaponId)
return GetWeaponIdType(InWeaponId) ~= EWeaponIdType.Melee;
end
---@param InWeaponId int32
---@return bool 是否是近战武器
function ItemTool.IsMeleeWeaponById(InWeaponId)
return GetWeaponIdType(InWeaponId) == EWeaponIdType.Melee;
end
----------------------------------- 普通物品 -----------------------------------
---@return FItemDefineID
function ItemTool.AddItem(InPawn, InItemId, InCount, ...)
UGCLogSystem.Log("[ItemTool.AddItem] ItemId = %d, Count = %d", InItemId, InCount);
if not ItemUtils.IsUGCItem(InItemId) then return ; end
if not UE.IsValidPawn(InPawn) then return ; end
---@type FItemDefineID
local ItemDefineID = BackpackUtils.GenerateItemDefineIDByItemTableIDWithRandomInstanceID(InItemId);
local ItemInfo = CreateStruct("BattleItemPickupInfo")
ItemInfo.bAutoEquip = (2 == ItemDefineID.Type) or (8 == ItemDefineID.Type)
ItemInfo.Count = InCount;
local BackpackComponent = UGCBackPackSystem.GetBackpackComponent(InPawn);
BackpackComponent:RegisterItemGenerated(ItemDefineID.TypeSpecificID, ItemInfo.Count, ItemDefineID.InstanceID)
BackpackComponent:PickupItem(ItemDefineID, ItemInfo, EBattleItemPickupReason.Initial)
local Params = { ... };
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if table.isEmpty(Params) then return ; end
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-- 添加配件,验证是否有配件
local FillBulletType = nil;
if WeaponSuits[InItemId] ~= nil then
if type(Params[1]) == 'boolean' and type(Params[2]) == 'number' then
local bAppend = Params[1];
FillBulletType = Params[2];
-- 那说明要添加进去
ItemTool.AddWeaponParts(InPawn, ItemDefineID, bAppend);
elseif type(Params[1]) == 'int32' then
FillBulletType = Params[1];
end
end
if FillBulletType then
local Weapon = ItemTool.GetWeaponByInstanceId(InPawn, ItemDefineID.InstanceID);
if Weapon then
ItemTool.SetWeaponInfinite(InPawn, Weapon, FillBulletType, true);
end
end
end
---@param ItemDefineID FItemDefineID 武器的属性
function ItemTool.AddWeaponParts(InPawn, ItemDefineID, Count)
UGCLogSystem.Log("[ItemTool.AddWeaponParts] 开始添加配件")
if not UE.IsValidPawn(InPawn) then return ; end
local BackpackComponent = UGCBackPackSystem.GetBackpackComponent(InPawn);
-- 添加配件
local BattleItemUseTarget = {
TargetDefineID = ItemDefineID,
TargetAssociationName = "",
FilterTargetWhenPickup = true,
};
local WeaponItemId = ItemDefineID.TypeSpecificID;
-- 获取玩家是否保存过该武器的配置
local Weapons = ArchiveTable[InPawn.PlayerKey].Weapons
local AddSubitems = {};
if Weapons and Weapons[WeaponItemId] then AddSubitems = Weapons[WeaponItemId]; end
if table.isEmpty(AddSubitems) then
UGCLogSystem.LogTree(string.format("[ItemTool.AddWeaponParts] WeaponSuits[WeaponItemId] ="), WeaponSuits[WeaponItemId])
if WeaponSuits[WeaponItemId] then
local TheList = WeaponSuits[WeaponItemId][EWeaponPartType.Best];
if not table.isEmpty(TheList) then
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AddSubitems = TheList[1];
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end
end
end
if not table.isEmpty(AddSubitems) then
for i, subItemId in pairs(AddSubitems) do
local SubItemDefineID = BackpackUtils.GenerateItemDefineIDByItemTableIDWithRandomInstanceID(subItemId)
local EquipPickupInfo = CreateStruct("BattleItemPickupInfo")
EquipPickupInfo.Count = 1
EquipPickupInfo.bAutoEquip = (2 == SubItemDefineID.Type) or (8 == SubItemDefineID.Type)
EquipPickupInfo.AutoEquipTarget = BattleItemUseTarget
BackpackComponent:PickupInitialItem(SubItemDefineID, EquipPickupInfo, true)
end
end
end
function ItemTool.HasSameItem(InPawn, InItemId)
local AllItems = UGCBackPackSystem.GetAllItemData(InPawn);
for i, v in pairs(AllItems) do
if v.ItemID == InItemId then return true, v.InstanceID; end
end
return false, nil;
end
function ItemTool.GetItemInstanceId(InPawn, InItemId, Last)
local AllItems = UGCBackPackSystem.GetAllItemData(InPawn);
local InstanceIds = {};
for i, v in pairs(AllItems) do
if v.ItemID == InItemId then table.insert(InstanceIds, v.InstanceID) end
end
if #InstanceIds == 1 then return InstanceIds[1]; end
if Last then
local InstanceId = -1;
for i, v in pairs(InstanceIds) do
if v > InstanceId then InstanceId = v; end
end
return InstanceId;
end
return InstanceIds[1];
end
function ItemTool.GetWeaponItemInstanceId(InPawn, InWeaponId, Last)
local InstanceIds = {};
for i, v in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v)
if Weapon then
if Weapon:GetWeaponItemID() == InWeaponId then
table.insert(InstanceIds, Weapon:GetItemDefineID().InstanceID);
end
end
end
if #InstanceIds == 1 then return InstanceIds[1]; end
if Last then
local InstanceId = -1;
for i, v in pairs(InstanceIds) do
if v > InstanceId then InstanceId = v; end
end
return InstanceId;
end
return InstanceIds[1];
end
--- 获取最后获得到的武器
function ItemTool.GetLastWeapon(InPawn, InWeaponId)
local WeaponRet = nil;
local InstanceId = 0;
for i, v in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v)
if Weapon then
local TheId = Weapon:GetItemDefineID().InstanceID;
local ItemId = Weapon:GetWeaponItemID();
if (InWeaponId == nil) or (InWeaponId == ItemId) then
if TheId > InstanceId then
InstanceId = TheId;
WeaponRet = Weapon;
end
end
end
end
return WeaponRet;
end
----------------------------------- 护甲 -----------------------------------
function ItemTool.ReplaceItem(InPawn, InItemId)
local Items = UGCBackPackSystem.GetAllItemData(InPawn)
local TheId = GetItemIdType(InItemId)
for i, v in pairs(Items) do
if GetCustomItemType(v.ItemID) == ECustomItemType.Equipment and GetItemIdType(v.ItemID) == TheId then
UGCBackPackSystem.DropItem(InPawn, v.ItemID, v.Count, true);
end
end
UGCBackPackSystem.AddItem(InPawn, InItemId, 1);
end
---@param InPawn UGCPlayerPawn_C
function ItemTool.RemoveArmorItem(InPawn)
local Item = UGCBackPackSystem.GetConsumablesInBackpack(InPawn);
for i, v in pairs(Item) do
local ItemTable = UE.ToTable(v)
UGCLogSystem.LogTree(string.format("[ItemTool.RemoveArmorItem] ItemTable ="), ItemTable)
end
end
---@param InPawn UGCPlayerPawn_C
---@return table<int32, ESurviveWeaponPropSlot>
function ItemTool.PawnWeaponSlots(InPawn)
local Slots = {};
for i, v in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v);
if Weapon then table.insert(Slots, v); end
end
return Slots;
end
function ItemTool.GetWeaponType(InWeaponId)
return InWeaponId // 1000;
end
function ItemTool.CheckPlayerHasWeapon(InPawn, InWeaponId)
for i, v in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v)
if Weapon then
if Weapon:GetWeaponItemID() == InWeaponId then
return true, v;
end
end
end
return false, nil;
end
--- 通过 InstanceID 获取武器实例
function ItemTool.GetWeaponByInstanceId(InPawn, InstanceId)
for i, v in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v)
if Weapon then
if Weapon:GetItemDefineID().InstanceID == InstanceId then
return Weapon;
end
end
end
return nil;
end
function ItemTool.ClearAllItems(InPawn)
local Comp = UGCBackPackSystem.GetBackpackComponent(InPawn)
Comp:ClearItems();
end
function ItemTool.GetAllWeaponPartDefineIDs(InPawn)
local Ret = {};
for i, v in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v)
if Weapon then
local DefineIDs = ItemTool.GetWeaponPartsDefineIDs(InPawn, Weapon);
for c, d in pairs(DefineIDs) do
Ret[c] = d;
end
end
end
return Ret;
end
---@param InPawn UGCPlayerPawn_C
---@param InList table<int32, ECustomItemType>
---@param bWeaponParts bool 是否清除武器上的配件
function ItemTool.ClearItemsByCustomItemType(InPawn, InList, bWeaponParts)
-- 找到武器上面的
local Items = UGCBackPackSystem.GetAllItemData(InPawn)
if InList == nil then
InList = {
ECustomItemType.Bullet,
ECustomItemType.Part,
}
end
local BaiMingDan = {};
if bWeaponParts and table.hasValue(InList, ECustomItemType.Part) then
BaiMingDan = ItemTool.GetAllWeaponPartDefineIDs(InPawn);
UGCLogSystem.LogTree(string.format("[ItemTool.ClearItemsByCustomItemType] BaiMingDan ="), BaiMingDan)
end
local Func = function(InType)
for i, v in pairs(InList) do
if v == InType then return true; end
end
return false;
end
for i, v in pairs(Items) do
local ItemType = GetCustomItemType(v.ItemID)
if Func(ItemType) and BaiMingDan[v.InstanceID] == nil then
local bSuccess, Times = false, 10;
repeat
bSuccess = UGCBackPackSystem.DropItemByInstanceID(InPawn, v.InstanceID, v.Count, true)
Times = Times - 1;
until bSuccess or Times <= 0;
end
end
end
--- 添加所有的握把
function ItemTool.AddAllGrip(InPawn, WithoutList)
local WithoutTable = {};
if not table.isEmpty(WithoutList) then
for i, v in pairs(WithoutList) do
WithoutTable[v] = true;
end
end
for i, v in pairs(WeaponTypeParts[EWeaponPartType.Grip]) do
if WithoutTable[v] == nil then
ItemTool.AddItem(InPawn, v, 1);
end
end
end
--- 添加枪口让玩家装备
function ItemTool.AddAllMuzzle(InPawn, InWeaponId, WithoutList)
-- 找到 WeaponSuits
if table.isEmpty(WeaponSuits[InWeaponId]) then return ; end
local Muzzles = WeaponSuits[InWeaponId][EWeaponPartType.Muzzle]
if table.isEmpty(Muzzles) then return ; end
local WithoutTable = {};
if not table.isEmpty(WithoutList) then
for i, v in pairs(WithoutList) do
WithoutTable[v] = true;
end
end
for i, v in pairs(Muzzles) do
if WithoutTable[v] == nil then
ItemTool.AddItem(InPawn, v, 1);
end
end
end
---@param InWeaponPartType EWeaponPartType
---@return EWeaponAttachmentSocketType
function ItemTool.GetWeaponAttachmentSocketType(InWeaponPartType)
return WeaponTypeName[InWeaponPartType].WeaponAttachmentSocketType;
end
---@param Weapon ASTExtraWeapon
---@param InType EWeaponAttachmentSocketType
---@return FItemDefineID
function ItemTool.GetDefineIDBySocketType(Weapon, InType)
local DefineId = Weapon:GetWeaponAttachmentIDBySocketType(InType)
if DefineId.bValidItem and DefineId.bValidInstance then
return DefineId;
end
return nil;
end
function ItemTool.AddRangeItems(InPawn, Begin, End)
for i = Begin, End do
if UGCItemSystem.IsUGCItem(i) then
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local Times = 10;
local bSuccess = false;
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repeat
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bSuccess = UGCBackPackSystem.AddItem(InPawn, i, 1);
until bSuccess or Times <= 0;
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end
end
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end
function ItemTool.WeaponAddPart(InWeapon, PartId)
UGCGunSystem.CreateAndAddGunAttachment(InWeapon, PartId);
end
-- 设置当前武器配件(直接装上,估计需要验证)
function ItemTool.CurrWeaponAddPart(InPawn, InPart)
local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(InPawn);
if Weapon and ItemTool.IsShootWeapon(Weapon) then
UGCGunSystem.CreateAndAddGunAttachment(Weapon, InPart);
end
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end
---@param Weapon ASTExtraShootWeapon
---@return int32[]
function ItemTool.GetWeaponPartList(Weapon)
local Parts = {};
if Weapon and UE.IsValid(Weapon) and ItemTool.IsShootWeapon(Weapon) then
local SocketTypes = UGCGunSystem.GetAvailableWeaponAttachmentSocketTypeList(Weapon);
for i, v in pairs(SocketTypes) do
local ItemDefineID = UGCGunSystem.GetWeaponAttachmentIDBySocketType(Weapon, v);
if ItemDefineID and ItemDefineID.bValidItem and ItemDefineID.bValidInstance then
table.insert(Parts, ItemDefineID.TypeSpecificID);
end
end
end
return Parts;
end
function ItemTool.GetCurrWeaponPartList(Pawn)
local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(Pawn);
return ItemTool.GetWeaponPartList(Weapon);
end
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--- 武器明确指定使用这些配件
---@param InWeapon ASTExtraShootWeapon
---@param Parts table<int32, int32>
function ItemTool.SetWeaponParts(InWeapon, Parts)
if not ItemTool.IsShootWeapon(InWeapon) then return ; end
ItemTool.RemoveAllParts(InWeapon);
if table.isEmpty(Parts) then return ; end
for i, v in pairs(Parts) do
ItemTool.WeaponAddPart(InWeapon, v);
end
end
---@param InWeapon ASTExtraShootWeapon
function ItemTool.GetAllPartTypes(InWeapon)
local WeaponID = InWeapon:GetWeaponItemID();
local Parts = {};
if table.isEmpty(WeaponSuits[WeaponID]) then return Parts; end
for PartType, v in pairs(WeaponSuits[WeaponID]) do
if PartType ~= 0 then
table.insert(Parts, PartType);
end
end
return Parts;
end
---@param InWeapon ASTExtraShootWeapon
function ItemTool.RemoveAllParts(InWeapon)
-- 检查是否有配件
local PartTypes = ItemTool.GetAllPartTypes(InWeapon);
if table.isEmpty(PartTypes) then return ; end
UGCLogSystem.LogTree(string.format("[ItemTool.RemoveAllParts] PartTypes ="), PartTypes)
local Pawn = InWeapon:GetOwnerPawn();
local WeaponID = InWeapon:GetWeaponItemID();
local BackComp = UGCBackPackSystem.GetBackpackComponent(Pawn);
for i, PartType in pairs(PartTypes) do
local SocketType = ItemTool.GetWeaponAttachmentSocketType(PartType);
UGCLogSystem.Log("[ItemTool.RemoveAllParts] SocketType = " .. SocketType);
local DefineID = UGCGunSystem.GetWeaponAttachmentIDBySocketType(InWeapon, SocketType);
-- 移除
UGCLogSystem.Log("[ItemTool.RemoveAllParts] 开始移除");
local bDrop = BackComp:DropItem(DefineID, 1, EBattleItemDropReason.Force);
if not bDrop then
UGCLogSystem.Log("[ItemTool.RemoveAllParts] 移除配件失败WeaponID = %d, PartID = %d", WeaponID, DefineID.TypeSpecificID);
end
end
end
---@return ASTExtraShootWeapon
function ItemTool.GetLocalPawnCurrWeapon()
local Pawn = UE.GetLocalPawn();
if UE.IsValidPawn(Pawn) then
return UGCWeaponManagerSystem.GetCurrentWeapon(Pawn);
end
return nil;
end
function ItemTool.GetLocalPawnCurrWeaponID()
return ItemTool.GetCurrWeaponID(UE.GetLocalPawn());
end
function ItemTool.GetCurrWeaponID(InPawn)
if UE.IsValidPawn(InPawn) then
local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(InPawn);
if Weapon and UE.IsValid(Weapon) then return Weapon:GetWeaponItemID() end
end
return -1;
end