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2025-01-04 23:00:19 +08:00
---@type table<string, UClass>
---@private
UE.CachedClasses = {};
--- 组件位置
UE.ComponentPath = {
Camera = "/Script/Engine.CameraComponent",
SpringArm = "/Script/Engine.SpringArmComponent",
ChildActor = "/Script/Engine.ChildActorComponent",
Scene = "/Script/Engine.SceneComponent",
Actor = "/Script/Engine.ActorComponent",
}
UE.ResetClassPath = {
"PlayerTombBox", -- 玩家死亡盒子基类
"PickUpWrapperActor", -- 可拾取物的基类
"EliteProjectile", -- 投掷物的基类
"BurningSpreading", -- 燃烧弹的东西
"TslDamageField", -- 燃烧弹的东西
};
UE.DoorClassBaseName = "PUBGDoor";
UE.HouseClassBaseName = "STExtraHouseActor";
---@param InInfo PlayerAccountInfo
---@return PlayerAccountInfo
function UE.HandleAccountInfo(InInfo)
return {
UID = InInfo.UID,
PlayerName = InInfo.PlayerName,
TeamID = InInfo.TeamID,
Gender = InInfo.Gender,
--PlatformGender = InInfo.PlatformGender,
PlayerLevel = InInfo.PlayerLevel,
--SegmentLevel = InInfo.SegmentLevel,
IconURL = InInfo.IconURL,
};
end
function UE.GetPlayerUID(PlayerKey)
local Info = UE.GetAccountInfo(PlayerKey);
if Info then return Info.UID; end
return -1;
end
function UE.GetPlayerName(PlayerKey)
local Info = UE.GetAccountInfo(PlayerKey);
if Info then return Info.PlayerName; end
return "";
end
function UE.GetPlayerIconURL(PlayerKey)
local Info = UE.GetAccountInfo(PlayerKey);
if Info then return Info.IconURL; end
return '';
end
function UE.GetTeamID(PlayerKey)
local Info = UE.GetAccountInfo(PlayerKey);
if Info then return Info.TeamID end
UGCLogSystem.Log("[UE.GetTeamID] 无法找到 PlayerKey = %s", tostring(PlayerKey));
return nil;
end
function UE.GetPlayerGender(PlayerKey)
local Info = UE.GetAccountInfo(PlayerKey);
if Info then return Info.Gender end
return nil;
end
function UE.GetPlayerAvatarBoxId(PlayerKey)
local Info = UE.GetAccountInfo(PlayerKey);
if Info then return Info.AvatarBoxId; end
return nil;
end
function UE.GetPlayerLevel(PlayerKey)
local Info = UE.GetAccountInfo(PlayerKey);
if Info then return Info.PlayerLevel; end
return nil;
end
function UE.GetPlayerTeamID(PlayerKey)
return UE.GetTeamID(PlayerKey);
end
---@class SoloKingArchiveData
---@field TotalGameTimes int32
---@field GameTimes int32
---@field Weapons table<ItemId, ItemId[]>
---@field Score int32
---@field WinTimes int32
---@field GameWinTimes int32
---@field Kill int32
---@field Dead int32
---@field Last10Games table<any>
---@field HideScore int32
---@field CurSeason int32
---@field Seasons table
---@field Friends table
---@field IsNewSeason table
---@field LastSelectMap table
---@field Disables
---@field SelectWeapons table 选择的武器
---@field LastSelectWeapons table 最后选择过的武器
---@field SelectMaps table 选择过的地图
---@field sw_version int32 选择武器版本
---@field PlayerEnableShovel bool 玩家是否可以滑铲
---@field SeasonInfo table 补分用
---@field NoSelectMaps table 未选中的地图
---@return SoloKingArchiveData
function UE.InitArchiveData()
return {
TotalGameTimes = 0; -- 经典模式游玩次数,同步
GameTimes = 0, -- 游玩次数(包含所有模式)不同步
Weapons = {}, -- 武器配件 不同步
Score = DefaultSettings.RankScore, -- 默认 2000分 同步
WinTimes = 0, -- 一共获胜次数 不同步
GameWinTimes = 0, -- 经典模式获胜次数 同步
Kill = 0, -- 总击杀数 同步
Dead = 0, -- 总死亡数 同步
HideScore = 0, -- 隐藏分 同步
Disables = {};
-- 最后十局战绩
Last10Games = {}, -- 历史十局 同步
CurSeason = 0; -- 默认赛季 不同步
--- 赛季信息
Seasons = {}; -- 历史赛季 同步
IsNewSeason = false; -- 是否是新的赛季,在游戏结束的时候 同步
Friends = {}; -- 玩家对战过的玩家 同步
SeasonInfo = {}, -- 赛季信息现在使用第1槽
sw_version = 1; -- 选择武器的版本 不同步
SelectWeapons = {}; -- 玩家选择过的武器以及胜率 同步
NoSelectMaps = {};
};
end
UE.ValidRepNames = {
"TotalGameTimes",
"Score",
};
function UE.MakeSelectWeapon(InList)
if InList[7] then
return UE.MakeSelectWeapon_Archive(InList);
end
return {
SelectCount = InList[1][1], -- 选择的次数 可以证明喜好程度
UseCount = InList[1][2], -- 使用次数,局数
WinCount = InList[1][3], -- 获胜次数 胜率 = 获胜次数 / 使用次数
ShootCount = InList[2][1], -- 射击数
HitCount = InList[2][2], -- 击中数:击中率 = 击中数 / 射击数
HeavyHit = InList[2][3], -- 暴击数:暴击率 = 暴击数 / 击中数
TotalDamage = InList[3][1], -- 总伤害
}
end
function UE.MakeSelectWeapon_Archive(InList)
return {
SelectCount = InList[1] or 0,
UseCount = InList[2] or 0,
WinCount = InList[3] or 0,
ShootCount = InList[4] or 0,
HitCount = InList[5] or 0,
HeavyHit = InList[6] or 0,
TotalDamage = InList[7] or 0,
}
end
function UE.MakeSelectWeapon_Old2New(InList)
if InList[7] == nil then
return {
[1] = InList[1][1] or 0, -- 选择的次数 可以证明喜好程度
[2] = InList[1][2] or 0, -- 使用次数,局数
[3] = InList[1][3] or 0, -- 获胜次数 胜率 = 获胜次数 / 使用次数
[4] = InList[2][1] or 0, -- 射击数
[5] = InList[2][2] or 0, -- 击中数:击中率 = 击中数 / 射击数
[6] = InList[2][3] or 0, -- 暴击数:暴击率 = 暴击数 / 击中数
[7] = InList[3][1] or 0, -- 总伤害
}
else
return InList;
end
end
function UE.MakeSeason(InList)
return {
SeasonIndex = InList[1],
Score = InList[2][1], -- 分数
HideScore = InList[2][2],
GameTimes = InList[3][1],
WinTimes = InList[3][2],
Kill = InList[4][1],
Dead = InList[4][2],
--KD = InList[4][1] / (InList[4][2] == 0 and 1 or InList[4][2]);
};
end
--- 创建朋友属性(怕在局外不能获取,所以才保存的)
function UE.MakeFriend(InList)
return {
PlayerName = InList[1],
IconURL = InList[2],
}
end
--- 注意结构不能发生改变,否则会出错
function UE.MakeLastGame(InList)
UGCLogSystem.LogTree(string.format("[UE.MakeLastGame] InList ="), InList)
local GameInfos = InList[6];
local GameInfo = { };
for i = 1, #GameInfos do
local Info = GameInfos[i];
table.insert(GameInfo, {
IsWin = Info[1],
WeaponID = Info[2],
RoundScore = {
MyScore = Info[3][1],
EnemyScore = Info[3][2],
},
})
end
return {
IsWin = InList[1],
UID = InList[2][1],
GameScore = {
MyScore = InList[3][1],
EnemyScore = InList[3][2],
},
Score = InList[4][1],
AddScore = InList[4][2],
KD = InList[5][1] / (InList[5][2] == 0 and 1 or InList[5][2]),
GameInfo = GameInfo,
}
end
function UE.MakeLastGame_Archive(InList)
local GameInfos = InList[9];
local GameInfo = { };
for i = 1, #GameInfos do
local Info = GameInfos[i];
table.insert(GameInfo, {
IsWin = Info[1],
WeaponID = Info[2],
RoundScore = {
MyScore = Info[3],
EnemyScore = Info[4],
},
})
end
local Kill = InList[7]
local Dead = InList[8]
return {
IsWin = InList[1],
UID = InList[2],
GameScore = {
MyScore = InList[3],
EnemyScore = InList[4],
},
Score = InList[5],
AddScore = InList[6],
KD = (Kill or 0) / (Dead == 0 and 1 or Dead),
GameInfo = GameInfo,
}
end
-- 转化为单一数组
function UE.MakeArchive_LastGame(InList)
local List = {};
if InList[6] then
for i = 1, #(InList[6]) do
List[i] = {
InList[6][1],
InList[6][2],
InList[6][3][1],
InList[6][3][2],
}
end
end
return {
[1] = InList[1],
[2] = InList[2][1],
[3] = InList[3][1],
[4] = InList[3][2],
[5] = InList[4][1],
[6] = InList[4][2],
[7] = InList[5][1],
[8] = InList[5][2],
[9] = List,
}
end
--- 转化回原来的
function UE.MakeList_LastGame(InList)
local GameInfo = {};
for i = 1, #(InList[11]) do
local Info = InList[11][i];
GameInfo[i] = {
[1] = Info[1],
[2] = Info[2],
[3] = {
Info[3],
Info[4],
}
}
end
return {
[1] = InList[1],
[2] = {
InList[2],
InList[3],
InList[4],
},
[3] = {
InList[5],
InList[6],
},
[4] = {
InList[7],
InList[8],
},
[5] = {
InList[9],
InList[10],
},
[6] = GameInfo,
}
end
---@param InClass UClass<AActor>
---@param InTable table<int32, AActor> 获得的
---@param InFunc fun(InIndex:int32, InActor:AActor): bool
---@return table<int32, AActor>
function UE.FindActorsByClass(InClass, InTable, InFunc)
if InTable == nil then InTable = {}; end
local AllActors = {};
GameplayStatics.GetAllActorsOfClass(UGCGameSystem.GameState, InClass, AllActors);
for i, v in pairs(AllActors) do if InFunc == nil or InFunc(i, v) then table.insert(InTable, v); end end
return InTable;
end
---@param InTable table<int32, AActor>
---@param InTag FName
---@param InFunc fun(InActor: AActor): bool
---@return table<int32, AActor>
function UE.FindActorsByTag(InTag, InTable, InFunc)
if table.isEmpty(InTable) then InTable = {}; end
local AllActors = {};
GameplayStatics.GetAllActorsWithTag(UGCGameSystem.GameState, InTag, AllActors);
for i, v in pairs(AllActors) do if InFunc == nil or InFunc(v) then table.insert(InTable, v); end end
return InTable;
end
---@param InTag FName
---@param InFunc fun(InActor: AActor): bool
---@return table<int32, AActor>
function UE.FindActorByTag(InTag, InFunc)
local AllActors = {};
GameplayStatics.GetAllActorsWithTag(UGCGameSystem.GameState, InTag, AllActors);
for i, v in pairs(AllActors) do if InFunc == nil or InFunc(v) then return v; end end
return nil;
end
---@param InClass UClass<AActor>
---@param InFunc fun(InIndex:int32, InActor:AActor): bool
---@return AActor
function UE.FindActorByClass(InClass, InFunc)
local Table = {};
UE.FindActorsByClass(InClass, Table, InFunc);
if table.isEmpty(Table) then return nil; end
return Table[1];
end
---@type table<UClass, AActor>
UE.GlobalCachedActor = {};
---@param InClass UClass
---@return nil | AActor
function UE.FindOrCreateActorByClass(InClass, bDestroyOther)
print(string.format('[UE.FindOrCreateActorByClass] 开始执行, ClassName = %s', UE.GetName(InClass)));
if InClass == nil then return nil; end
local CachedActor = UE.GlobalCachedActor[InClass];
if CachedActor ~= nil and UE.IsValid(CachedActor) then return CachedActor; end
local Actors = {}
UE.FindActorsByClass(InClass, Actors);
local Actor = nil;
for i, v in pairs(Actors) do
Actor = v;
if Actor ~= v and bDestroyOther then v:K2_DestroyActor(); end
end
if Actor ~= nil then
UE.GlobalCachedActor[InClass] = Actor;
return Actor;
end
return UE.CreateActor(InClass);
end
---@param ClassPath string 类路径
---@return UClass | nil
function UE.CachedLoadClass(ClassPath)
if UE.CachedClasses[ClassPath] == nil then UE.CachedClasses[ClassPath] = UE.LoadClass(ClassPath); end
if UE.CachedClasses[ClassPath] == nil then
print(string.format('[UE.CachedLoadClass] Error Cant Load Class By Path: %s', ClassPath));
return nil;
end
return UE.CachedClasses[ClassPath];
end
function UE.CreateActor(InClass, InCount, InOuter)
if InOuter == nil then InOuter = UGCGameSystem.GameState; end
if InCount == nil then InCount = 1 end
local Actors = {};
for i = 1, InCount do table.insert(Actors, UE.SpawnActor(InClass, InOuter)) end
if InCount == 1 then return Actors[1]; end
return Actors;
end
---@param InClass UClass
---@param Loc FVector
---@param Rot FRotator
---@param Scale FVector
function UE.SpawnActor(InClass, InOuter, Loc, Rot, Scale)
Loc = Loc == nil and VectorHelper.MakeVector1(0);
Rot = Rot == nil and VectorHelper.MakeRotator(VectorHelper.MakeVector1(0));
Scale = Scale == nil and VectorHelper.MakeVector1(1);
if InOuter == nil then InOuter = GameState; end
return ScriptGameplayStatics.SpawnActor(InOuter, InClass, Loc, Rot, Scale);
end
--- 玩家重生
---@param InPlayerKey PlayerKey
---@param InTime float
function UE.RespawnPlayer(InPlayerKey, InTime)
if InTime <= 0 then
local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey);
if Pawn then Pawn:K2_DestroyActor(); end
UGCGameSystem.RespawnPlayer(InPlayerKey);
else
UGCEventSystem.SetTimer(GameState, function()
local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey);
if Pawn then Pawn:K2_DestroyActor(); end
UGCGameSystem.RespawnPlayer(InPlayerKey);
end, InTime);
end
end
--- 获取当前时间
function UE.GetCurrentTime() return KismetSystemLibrary.GetGameTimeInSeconds(UGCGameSystem.GameState); end
---@param InPlayerKey PlayerKey|nil
---@return PlayerAccountInfo|table<PlayerKey, PlayerAccountInfo>
function UE.GetAccountInfo(InPlayerKey)
if InPlayerKey == nil then return AccountTable; end
return AccountTable[InPlayerKey];
end
---@param InPlayerKey PlayerKey | nil
---@return table<PlayerKey, PlayerAccountInfo> | PlayerAccountInfo
function UE.GetArchiveData(InPlayerKey)
if InPlayerKey == nil then return ArchiveTable; end
return ArchiveTable[InPlayerKey];
end
--- 移动玩家到某个地方
---@param InPawn UGCPlayerPawn_C
---@param Location FVector
---@param Rotation FRotator
function UE.MovePlayerToLocation(InPawn, Location, Rotation)
if InPawn == nil then return end
InPawn:bShouldDumpCallstackWhenMovingfast_Tofalse()
InPawn:SetClientLocationOrRotation(Location, Rotation, true, Rotation ~= nil, false);
InPawn:bShouldDumpCallstackWhenMovingfast_ToTrue()
end
function UE.GetComponentClass(InName)
if UE.ComponentClasses[InName] == nil then
local Path = UE.ComponentPath[InName] == nil and InName or UE.ComponentPath[InName];
UE.ComponentClasses[InName] = LoadClass(Path);
end
return UE.ComponentClasses[InName]
end
UE.ComponentClasses = {};
--- 遍历 Actor 上面的所有组件
---@param InActor AActor
---@param InComponent UActorComponent
---@param cb fun(c: UActorComponent)
function UE.ForeachComponent(InActor, InComponent, cb)
local Class = UE.GetComponentClass(InComponent)
UGCLogSystem.Log("[UE.ForeachComponent] ClassName = %s", UE.GetName(Class));
for i, v in pairs(InActor:GetComponentsByClass(Class)) do
UGCLogSystem.Log("[UE.ForeachComponent] Component Name = %s", UE.GetName(v))
cb(v);
end
end
function UE.GetActorComponents(InActor, InTable)
local Components = InActor:GetComponentsByClass(UE.GetComponentClass("Actor"));
if InTable == nil then InTable = {}; end
for i, Comp in pairs(Components) do
UE.GetChildComponents(Comp, InTable);
end
return InTable;
end
---@param InComponent USceneComponent
function UE.GetChildComponents(InComponent, InTable)
-- 拿到所有
if InTable == nil then InTable = {}; end
local Count = InComponent:GetNumChildrenComponents()
if Count > 0 then
for i = 1, Count do
local Comp = InComponent:GetChildComponent(i - 1);
table.insert(InTable, Comp);
UE.GetChildComponents(Comp, InTable);
end
end
end
--- 组件朝向玩家, 如果朝向玩家,那么锁的是 Pitch 轴
---@param InComponent USceneComponent
---@param InActor AActor
---@param Lock string
function UE.ComponentTowardActor(InComponent, InActor, Lock)
if InComponent == nil then return ; end
local Rot = KismetMathLibrary.Conv_VectorToRotator(VectorHelper.Sub(InActor:K2_GetActorLocation(), InComponent:GetOwner():K2_GetActorLocation()));
if Lock ~= nil then
if Lock == 'Z' or Lock == 'Yaw' then
Rot = { Roll = Rot.Roll, Pitch = Rot.Pitch, Yaw = 0 };
elseif Lock == 'Y' or Lock == 'Pitch' then
Rot = { Roll = Rot.Roll, Pitch = 0, Yaw = Rot.Yaw };
elseif Lock == 'X' or Lock == 'Roll' then
Rot = { Roll = 0, Pitch = Rot.Pitch, Yaw = Rot.Yaw };
end
end
InComponent:K2_SetWorldRotation(Rot);
end
--- 获取服务器时间
function UE.GetServerTime()
if UGCGameSystem.GameState then return UGCGameSystem.GameState:GetServerTime(); end
return nil
end
---@param InTable table<int32|string, AActor>
---@param InFunc fun(InActor:AActor):bool
function UE.DestroyTable(InTable, InFunc)
if table.isEmpty(InTable) then return ; end
for i, v in pairs(InTable) do if InFunc == nil or InFunc(v) then v:K2_DestroyActor(); end end
InTable = {};
end
function UE.IsPlayerPawn(InPawn) return UE.IsA(InPawn, ObjectPath.UGCPlayerPawn) end
function UE.ReturnToLobby()
NetUtil.SendPkg("giveup_enter_game");
LobbySystem.ReturnToLobby();
end
function UE.LoadClass1(Path, cb)
local Class
UE.LoadClass(Path);
if cb ~= nil then cb(Class); end
return Class
end
UE.AsyncCachedItems = {};
---@param Path string
---@param cb fun(TargetClass: UClass)
function UE.AsyncLoadClass(Path, cb)
if cb == nil then return end
if UE.AsyncCachedItems[Path] then
cb(UE.AsyncCachedItems[Path]);
return ;
end
CommonUtils:AsyncLoadClass(UGCGameSystem.GameState, Path, function(TargetClass)
if TargetClass and UE.IsValid(TargetClass) then cb(TargetClass); end
end)
end
---@param Path string
---@param cb fun(TargetClass: UClass)
function UE.AsyncLoadClass_Cached(Path, cb)
if UE.AsyncCachedItems[Path] ~= nil then
if cb then cb(UE.AsyncCachedItems[Path]); end
return ;
end
if cb == nil then return end
CommonUtils:AsyncLoadClass(UGCGameSystem.GameState, Path, function(TargetClass)
if TargetClass and UE.IsValid(TargetClass) then
UE.AsyncCachedItems[Path] = TargetClass;
if cb then cb(UE.AsyncCachedItems[Path]); end
end
end)
end
---@param Path string
---@param cb fun(TargetObject: UObject)
function UE.AsyncLoadObject(Path, cb)
if cb == nil then return end
if UE.AsyncCachedItems[Path] then
cb(UE.AsyncCachedItems[Path]);
return ;
end
CommonUtils:AsyncLoadObject(UGCGameSystem.GameState, Path, function(TargetObject)
if TargetObject and UE.IsValid(TargetObject) then cb(TargetObject); end
end)
end
---@param Path string
---@param cb fun(TargetObject: UObject)
function UE.AsyncLoadObject_Cached(Path, cb)
if UE.AsyncCachedItems[Path] ~= nil then
if cb then cb(UE.AsyncCachedItems[Path]); end
return ;
end
CommonUtils:AsyncLoadObject(UGCGameSystem.GameState, Path, function(TargetObject)
if TargetObject and UE.IsValid(TargetObject) then
UE.AsyncCachedItems[Path] = TargetObject;
if cb then cb(TargetObject); end
end
end)
end
-- New ---------------------------------------
-- 20241020写入
---@param AssetPath:string
---@param CallBackFunc:fun(LoadObject:UObject,resID:int32)
---@param Obj:table CallBackFunc拥有者
---@param SaveAsset:bool 是否保存
function UE.AsyncLoadAsset_New(AssetPath, CallBackFunc, Obj, SaveAsset)
if not UE.IsValid(UE.AsyncCachedItems[AssetPath]) then
local softObjPath = KismetSystemLibrary.MakeSoftObjectPath(AssetPath);
STExtraBlueprintFunctionLibrary.GetAssetByAssetReferenceAsync(softObjPath,
ObjectExtend.CreateDelegate(UGCGameSystem.GameState, function(LoadObject, resID)
if CallBackFunc then
if Obj ~= nil then CallBackFunc(Obj, LoadObject) else CallBackFunc(LoadObject) end
end
if UE.IsValid(LoadObject) and SaveAsset then UE.AsyncCachedItems[AssetPath] = LoadObject end
end), true);
else
if CallBackFunc then
if Obj ~= nil then CallBackFunc(Obj, UE.AsyncCachedItems[AssetPath]) else CallBackFunc(UE.AsyncCachedItems[AssetPath]) end
end
end
end
---@param AssetPath:string
---@param SaveAsset:bool 是否保存
function UE.LoadAsset_New(AssetPath, SaveAsset)
if SaveAsset == nil then SaveAsset = true end
if not UE.IsValid(UE.AsyncCachedItems[AssetPath]) then
local TargetAsset = UE.LoadObject(AssetPath)
if SaveAsset and UE.IsValid(TargetAsset) then UE.AsyncCachedItems[AssetPath] = TargetAsset end
return TargetAsset
else
return UE.AsyncCachedItems[AssetPath]
end
end
-- New End -------------------------------------
function UE.AsyncLoadObj(Path, cb)
CommonUtils:AsyncLoadObject(UGCGameSystem.GameState, Path, function(TargetObject)
if TargetObject and UE.IsValid(TargetObject) then
if cb then cb(TargetObject); end
end
end)
end
--- 移除
function UE.ClearSceneObjects()
for i, v in pairs(UE.ResetClassPath) do
local Class = ScriptGameplayStatics.FindClass(v);
if UE.IsValid(Class) then
local Actors = {};
UE.FindActorsByClass(Class, Actors);
for c, Actor in pairs(Actors) do
Actor:K2_DestroyActor();
end
end
end
end
---@param InFunc fun(Pawn:UGCPlayerPawn_C)
function UE.ForeachAllPawns(InFunc)
for i, Pawn in pairs(UGCGameSystem.GetAllPlayerPawn()) do
if UE.IsValidPawn(Pawn) then InFunc(Pawn); end
end
end
---@param InPawn UGCPlayerPawn_C
function UE.IsValidPawn(InPawn)
return InPawn ~= nil and UE.IsValid(InPawn) and InPawn:IsAlive();
end
UE.ResetGameTimer = nil;
--- 游戏重置
function UE.ResetGame(InTime)
UGCLogSystem.Log("[UE.ResetGame] 重置游戏")
UE.ClearSceneObjects()
if IsServer then
-- 检测是否人数够
if GlobalCheckPlayers then GlobalCheckPlayers:OnCheckPlayers(); end
UE.RespawnAllPlayer(InTime);
end
end
UE.RespawnPlayersTimer = nil;
function UE.RespawnPlayers(InPlayerList, InTime)
if InTime <= 0 then
-- 立刻重生
for i, v in pairs(InPlayerList) do
UE.RespawnPlayer(v, 0);
end
else
UGCEventSystem.SetTimer(GameState, function()
for _, PlayerKey in pairs(InPlayerList) do
UE.RespawnPlayer(v, 0);
end
end, InTime);
end
end
---@param InFunc fun(PC:UGCPlayerController_C)
function UE.ForeachAllPCs(InFunc)
for i, PC in pairs(UGCGameSystem.GetAllPlayerController(false)) do
if PC and UE.IsValid(PC) then InFunc(PC); end
end
end
function UE.RespawnAllPlayer(InTime)
if InTime == nil or InTime <= 0 then
UE.ForeachAllPCs(function(PC)
local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PC.PlayerKey);
if Pawn then Pawn:K2_DestroyActor(); end
UGCGameSystem.RespawnPlayer(PC.PlayerKey);
end);
else
UGCEventSystem.SetTimer(GameState, function()
UE.ForeachAllPCs(function(PC)
local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PC.PlayerKey);
if Pawn then Pawn:K2_DestroyActor(); end
UGCGameSystem.RespawnPlayer(PC.PlayerKey);
end)
end, InTime);
end
end
function UE.HasPlayer(InPlayerKey)
return UE.GetAccountInfo(InPlayerKey) ~= nil;
end
UE.ResetGameTimer = nil;
function UE.CanReset()
return UE.ResetGameTimer == nil;
end
function UE.ResetGameInterval(Force, InTime, InFunc)
local PawnCount = 0;
for i, v in pairs(UGCGameSystem.GetAllPlayerPawn()) do
if UE.IsValidPawn(v) then PawnCount = PawnCount + 1; end
end
if PawnCount < 2 or Force then
UGCLogSystem.Log("[UE.ResetGameInterval] 所有玩家重置")
-- 检查是否是只有一个玩家
local AlivePawnCount = table.getCount(UGCGameSystem.GetAllPlayerController(false));
if AlivePawnCount <= 1 then
-- 关闭
if GlobalCheckPlayers then
GlobalCheckPlayers:OnCheckPlayers();
end
if UE.ResetGameTimer ~= nil then
-- 关闭重置 Timer
if InFunc then InFunc(); end
UGCLogSystem.Log("[UE.ResetGameInterval] 关闭重置玩家 Timer")
UGCEventSystem.StopTimer(UE.ResetGameTimer);
UE.ResetGameTimer = nil;
end
return ;
end
UE.ResetGame(InTime); -- 检查是否可以复活
if PoisonManager then
UGCLogSystem.Log("[UE.ResetGameInterval] 重置毒圈")
PoisonManager:Toggle(true); -- 确保没事了再刷新毒圈
end
end
if PawnCount == 2 and not Force then
-- 关闭
if UE.ResetGameTimer ~= nil then
-- 关闭重置 Timer
if InFunc then InFunc(); end
UGCLogSystem.Log("[UE.ResetGameInterval] 关闭重置玩家 Timer")
UGCEventSystem.StopTimer(UE.ResetGameTimer);
UE.ResetGameTimer = nil;
end
end
end
---@param InFunc fun() 完全重置之后再执行的函数
function UE.ResetGame1(InTime, InFunc)
-- 首先执行一遍,
UGCLogSystem.Log("[UE.ResetGame1] 开始重置")
UE.ResetGameInterval(true, InTime, InFunc);
if UE.CanReset() then
UGCLogSystem.Log("[UE.ResetGame1] 可以执行重置")
UE.ResetGameTimer = UGCEventSystem.SetTimerLoop(GameState, function()
UE.ResetGameInterval(false, InTime, InFunc);
end, 1);
end
end
function UE.GetMiniRepData(InKey)
if not table.isEmpty(GameState.MiniInfo) then
return GameState.MiniInfo[InKey];
end
return nil;
end
function UE.CloseServer()
-- 检查玩家是否退出了
UGCEventSystem.SetTimer(UGCGameSystem.GameState, function()
UGCGameSystem.SendModeCustomEvent("GameOver"); -- 直接关闭
end, 6);
end
function UE.GetClassByName(InName)
local Class = ScriptGameplayStatics.FindClass(InName)
if Class and UE.IsValid(Class) then return Class; end
return nil;
end
function UE.OnCloseDS()
--停止检测DS连接
if NetUtil then NetUtil.StopCheckDSActive(); end
--忽略DS链接报错
if BattleResult then BattleResult.IgnoreDSError = true; end
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end
function UE.GetLocalPawn()
return UGCGameSystem.GetPlayerPawnByPlayerKey(LocalPlayerKey);
end