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a/Counterattack/Asset/UMGTemplate/Settlement/General_TitleBattleDetail_UIBP.uasset b/Counterattack/Asset/UMGTemplate/Settlement/General_TitleBattleDetail_UIBP.uasset index 57e70e62..013dbcaf 100644 Binary files a/Counterattack/Asset/UMGTemplate/Settlement/General_TitleBattleDetail_UIBP.uasset and b/Counterattack/Asset/UMGTemplate/Settlement/General_TitleBattleDetail_UIBP.uasset differ diff --git a/Counterattack/Asset/UMGTemplate/Settlement/General_TopBG_UIBP.uasset b/Counterattack/Asset/UMGTemplate/Settlement/General_TopBG_UIBP.uasset index 622b68f7..2cf4ea8a 100644 Binary files a/Counterattack/Asset/UMGTemplate/Settlement/General_TopBG_UIBP.uasset and b/Counterattack/Asset/UMGTemplate/Settlement/General_TopBG_UIBP.uasset differ diff --git a/Counterattack/Asset/UMGTemplate/UGC_DragDropTextBox.uasset b/Counterattack/Asset/UMGTemplate/UGC_DragDropTextBox.uasset index f110101f..63aa4295 100644 Binary files a/Counterattack/Asset/UMGTemplate/UGC_DragDropTextBox.uasset and b/Counterattack/Asset/UMGTemplate/UGC_DragDropTextBox.uasset differ diff --git a/Counterattack/Counterattack.ugcproj b/Counterattack/Counterattack.ugcproj index 56dfc0ea..eff2f0ce 100644 --- a/Counterattack/Counterattack.ugcproj +++ b/Counterattack/Counterattack.ugcproj @@ -7,7 +7,7 @@ ProjectShortPath=/Counterattack/ StartMapName=/Game/Maps/PUBG_Baltic/Baltic_Main MapMode=1 bIsBigWorld=0 -Version=1.29.13.13019 +Version=1.29.13.13030 UpdateVersion=5 GameModePath=/Counterattack/Asset/Blueprint/UGCGameMode.UGCGameMode_C DefaultLevelDirectorPath=/Asset/Blueprint/UGCLevelDirector.UGCLevelDirector_C @@ -51,13 +51,13 @@ SwitchesInMaps=((Key="r.Mobile.EnableIBL",Value=0),(Key="s.StreamableDelegateLim PlayBindingArray=[] [JobOption] -LastJobId=600041767 +LastJobId=600042291 LastWindowsJobId=600039234 LastAndroidJobId=600039234 LastIOSJobId=600039234 PakOnly=1 LastSkipBake=True -LastTargetPlatform=LinuxServer+Android_ETC2 +LastTargetPlatform=LinuxServer+WindowsNoEditor+Android_ETC2+IOS+OpenHarmony_ETC2 [UGCUploadOption] PlatformIndex=0 diff --git a/Counterattack/Script/Blueprint/UGCGameState.lua b/Counterattack/Script/Blueprint/UGCGameState.lua index ca830190..3f563c78 100644 --- a/Counterattack/Script/Blueprint/UGCGameState.lua +++ b/Counterattack/Script/Blueprint/UGCGameState.lua @@ -193,14 +193,17 @@ end function UGCGameState:PlayerLogin(PlayerPawn, PlayerKey) UGCLogSystem.Log("[UGCGameState_PlayerLogin] PlayerKey:%s", tostring(PlayerKey)) - -- 更新玩家队伍设置 - self:UpdatePlayerTeam(PlayerKey) - -- 获取玩家信息 - self:GetUserInfo(PlayerKey) - -- 注册玩家得分信息 - PlayerScoreSystem.InitPlayerScoreData(PlayerKey) - -- 增加玩家游玩次数 - self:AddPlayerNumberOfPlays(PlayerKey) + -- 第一次进入则处理 + if self:PlayerIsFirstLogin(PlayerKey) then + -- 更新玩家队伍设置 + self:UpdatePlayerTeam(PlayerKey) + -- 获取玩家信息 + self:GetUserInfo(PlayerKey) + -- 注册玩家得分信息 + PlayerScoreSystem.InitPlayerScoreData(PlayerKey) + -- 增加玩家游玩次数 + self:AddPlayerNumberOfPlays(PlayerKey) + end --UGCEventSystem.SetTimer(self, function() -- UGCLogSystem.Log("[UGCGameState_PlayerLogin] --PlayerKey:%s", tostring(PlayerKey)) @@ -215,6 +218,9 @@ function UGCGameState:PlayerExit(PlayerPawn, PlayerKey) end end +function UGCGameState:PlayerIsFirstLogin(PlayerKey) + return (self.PlayerPersonalInfos[PlayerKey] == nil) +end --- 玩家登录获取玩家数据 @@ -803,7 +809,7 @@ function UGCGameState:UpdatePlayerWeapon(InPlayerKey) end - local PlayerCustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.CustomWeaponParts) + local PlayerCustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(InPlayerKey, ArchiveDataConfig.EArchiveType.CustomWeaponParts) for i, WeaponID in pairs(WeaponIDs) do local Parts = MyWeaponSystem.GetWeaponBastParts(WeaponID) if PlayerCustomWeaponParts and PlayerCustomWeaponParts[WeaponID] then @@ -1068,27 +1074,27 @@ function UGCGameState:UpdatePlayerTeam(PlayerKey) -- UGCTeamSystem.ChangePlayerTeamID(PlayerKey, NewTeamID) -- UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] NewTeamID:%s", tostring(NewTeamID)) --end - local PlayerTeamID = UGCPlayerStateSystem.GetTeamID(PlayerKey) - UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam]PlayerTeamID:%s", tostring(PlayerTeamID)) - if PlayerTeamID > 2 then - if self.LastChangeTeamIsTeam1 then - self.LastChangeTeamIsTeam1 = false - UGCTeamSystem.ChangePlayerTeamID(PlayerKey, 2) - else - self.LastChangeTeamIsTeam1 = true - UGCTeamSystem.ChangePlayerTeamID(PlayerKey, 1) - end - PlayerTeamID = UGCPlayerStateSystem.GetTeamID(PlayerKey) - UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] NewTeamID:%s", tostring(PlayerTeamID)) - end - - local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey) - if PC then - PC:UpdatePlayerStartType() - UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] Finish") - else - UGCLogSystem.LogError("[UGCGameState_UpdatePlayerTeam] PC is nil") - end + --local PlayerTeamID = UGCPlayerStateSystem.GetTeamID(PlayerKey) + --UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam]PlayerTeamID:%s", tostring(PlayerTeamID)) + --if PlayerTeamID > 2 then + -- if self.LastChangeTeamIsTeam1 then + -- self.LastChangeTeamIsTeam1 = false + -- UGCTeamSystem.ChangePlayerTeamID(PlayerKey, 2) + -- else + -- self.LastChangeTeamIsTeam1 = true + -- UGCTeamSystem.ChangePlayerTeamID(PlayerKey, 1) + -- end + -- PlayerTeamID = UGCPlayerStateSystem.GetTeamID(PlayerKey) + -- UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] NewTeamID:%s", tostring(PlayerTeamID)) + --end + -- + --local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey) + --if PC then + -- PC:UpdatePlayerStartType() + -- UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] Finish") + --else + -- UGCLogSystem.LogError("[UGCGameState_UpdatePlayerTeam] PC is nil") + --end end -- 工程设置------------------------------------------------------------------------------------------------------------- diff --git a/Counterattack/Script/Blueprint/UGCPlayerController.lua b/Counterattack/Script/Blueprint/UGCPlayerController.lua index dab462f8..c28a6203 100644 --- a/Counterattack/Script/Blueprint/UGCPlayerController.lua +++ b/Counterattack/Script/Blueprint/UGCPlayerController.lua @@ -76,6 +76,9 @@ function UGCPlayerController:ReceiveBeginPlay() end + UGCLogSystem.Log("[UGCPlayerController_ReceiveBeginPlay] PC Name:%s", tostring(KismetSystemLibrary.GetObjectName(self))) + + end function UGCPlayerController:ServerRespawnPlayer() @@ -86,8 +89,8 @@ function UGCPlayerController:ServerRespawnPlayer() -- UGCEventSystem.StopTimer(self.AddMagnifyingGlassHandle) --end -- self.AddMagnifyingGlassHandle = UGCEventSystem.SetTimer(self, self.AddMagnifyingGlass, 3) - --self:UpdatePlayerBackPack() - self:UpdatePlayerBackPack_V2() + -- self:UpdatePlayerBackPack() + -- self:UpdatePlayerBackPack_V2() -- 更新增益到Pawn self.bCanAddBuff = false if self.UpdateAlreadyOwnedBuffsHandle then UGCEventSystem.StopTimer(self.UpdateAlreadyOwnedBuffsHandle) end @@ -196,7 +199,10 @@ function UGCPlayerController:UpdatePlayerStartType() self:SetStartPointType(EPlayerStartType.Team2) UGCLogSystem.Log("[UGCPlayerController_UpdatePlayerStartType] 2") end - UGCSystemLibrary.RespawnPlayer(self.PlayerKey) + -- UGCSystemLibrary.RespawnPlayer(self.PlayerKey) + -- 重置位置 + UGCEventSystem.SendEvent(EventEnum.ResetPlayerTransformToPlayerStart, self, UGCGameSystem.GetPlayerPawnByPlayerKey(self.PlayerKey)) + else self:SetStartPointType(EPlayerStartType.Team1) UGCEventSystem.SetTimer(self, self.UpdatePlayerStartType, 0.1) diff --git a/Counterattack/Script/Blueprint/UGCPlayerPawn.lua b/Counterattack/Script/Blueprint/UGCPlayerPawn.lua index f1a0f524..2bf271c3 100644 --- a/Counterattack/Script/Blueprint/UGCPlayerPawn.lua +++ b/Counterattack/Script/Blueprint/UGCPlayerPawn.lua @@ -2,6 +2,8 @@ --Edit Below-- ---@type UGCPlayerPawn_C local UGCPlayerPawn = { + -- 一次背包刷新 + DoOnceUpdateBackPack = false; -- Attr ------------------------- -- 伤害缩放 Attr_DamageScale = 1; @@ -124,6 +126,11 @@ function UGCPlayerPawn:ReceivePossessed(NewController) UGCSystemLibrary.SetPlayerPawnMovable(self, false) end + if not self.DoOnceUpdateBackPack then + self.DoOnceUpdateBackPack = true + MyWeaponSystem.UpdatePlayerBackPack(NewController.PlayerKey) + end + ---- 设置上条命保存的Buff --self.OwnedIncrease = NewController:GetOwnedIncrease() --for IncreaseType, Level in pairs(self.OwnedIncrease) do diff --git a/Counterattack/Script/Blueprint/UGCPlayerStartManager.lua b/Counterattack/Script/Blueprint/UGCPlayerStartManager.lua index 846bc3a9..39578cdf 100644 --- a/Counterattack/Script/Blueprint/UGCPlayerStartManager.lua +++ b/Counterattack/Script/Blueprint/UGCPlayerStartManager.lua @@ -19,6 +19,8 @@ local UGCPlayerStartManager = { function UGCPlayerStartManager:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self) UGCEventSystem.AddListener(EventEnum.UpdatePlayerStartList, self.UpdatePlayerStartList, self) + UGCEventSystem.AddListener(EventEnum.ResetPlayerTransformToPlayerStart, self.ResetPlayerTransformToPlayerStart, self) + self:UpdatePlayerStartList() end @@ -103,4 +105,20 @@ function UGCPlayerStartManager:GetOverridePlayerStart(PC) return nil end +--- 用于将玩家刷新到出生点的事件 +function UGCPlayerStartManager:ResetPlayerTransformToPlayerStart(InPC, InPawn) + UGCLogSystem.Log("[UGCPlayerStartManager_ResetPlayerTransformToPlayerStart]") + if UE.IsValid(InPC) and UE.IsValid(InPawn) then + local TargetPlayerStart = self:GetUGCModePlayerStart(InPC) + if UE.IsValid(TargetPlayerStart) then + local Pos = TargetPlayerStart:K2_GetActorLocation() + local Rot = TargetPlayerStart:K2_GetActorRotation() + InPawn:K2_SetActorLocation(Pos) + InPC:ClientSetControlRotation(Rot) + else + UGCLogSystem.LogError("[UGCPlayerStartManager_ResetPlayerTransformToPlayerStart] 没有对应出生点") + end + end +end + return UGCPlayerStartManager; \ No newline at end of file diff --git a/Counterattack/Script/Global/Config/MapConfig.lua b/Counterattack/Script/Global/Config/MapConfig.lua index 74baa495..db61139f 100644 --- a/Counterattack/Script/Global/Config/MapConfig.lua +++ b/Counterattack/Script/Global/Config/MapConfig.lua @@ -101,7 +101,7 @@ MapConfig.MapInfo = { CircleIndex = 1, }, SpecialModeType = MapConfig.ESpecialModeType.Default, - ProbabilityOfPlaying = 1, + ProbabilityOfPlaying = 3, } } diff --git a/Counterattack/Script/Global/Config/SignalCircleConfig.lua b/Counterattack/Script/Global/Config/SignalCircleConfig.lua index b25ef29b..52398e20 100644 --- a/Counterattack/Script/Global/Config/SignalCircleConfig.lua +++ b/Counterattack/Script/Global/Config/SignalCircleConfig.lua @@ -126,10 +126,14 @@ function SignalCircleConfig.UpdateNewCircleData() if SignalCircleConfig.IsRandomCircle and CircleLayer > 1 then -- 获取可进行随机的偏移 local RandomDeviation = CircleInfo.blueradius - CircleInfo.whiteradius - local AddRandomX = RandomDeviation * math.random() * 2 - RandomDeviation - local AddRandomY = RandomDeviation * math.random() * 2 - RandomDeviation - -- 设置中心偏移 - CircleCenterPoint = VectorHelper.Add2D(CircleCenterPoint, {X = AddRandomX, Y = AddRandomY} ) + + + --local AddRandomX = RandomDeviation * math.random() * 2 - RandomDeviation + --local AddRandomY = RandomDeviation * math.random() * 2 - RandomDeviation + ---- 设置中心偏移 + --CircleCenterPoint = VectorHelper.Add2D(CircleCenterPoint, {X = AddRandomX, Y = AddRandomY} ) + CircleCenterPoint = math.RandomCirclePoint(RandomDeviation, CircleCenterPoint) + end -- 设置目标白圈的中心 NewCirCleCfg.whitepoint = {X = CircleCenterPoint.X, Y = CircleCenterPoint.Y} diff --git a/Counterattack/Script/Global/EventManager/EventAction/EventAction_PlayerExit.lua b/Counterattack/Script/Global/EventManager/EventAction/EventAction_PlayerExit.lua index cfd7c39d..d75bdc5c 100644 --- a/Counterattack/Script/Global/EventManager/EventAction/EventAction_PlayerExit.lua +++ b/Counterattack/Script/Global/EventManager/EventAction/EventAction_PlayerExit.lua @@ -23,15 +23,15 @@ function EventAction_PlayerExit:Execute(...) PlayerPawn:K2_DestroyActor() else UGCLogSystem.LogError("[EventAction_PlayerExit_Execute] PlayerPawn is nil") - local AllPawn = UGCGameSystem.GetAllPlayerPawn() - local HasNotControlled = false - for k, Pawn in pairs(AllPawn) do - if not Pawn:IsControlled() then - Pawn:K2_DestroyActor() - HasNotControlled = true - end - end - if HasNotControlled == false then UGCLogSystem.LogError("[EventAction_PlayerExit_Execute] HasNotControlled is false") end + --local AllPawn = UGCGameSystem.GetAllPlayerPawn() + --local HasNotControlled = false + --for k, Pawn in pairs(AllPawn) do + -- if not Pawn:IsControlled() then + -- Pawn:K2_DestroyActor() + -- HasNotControlled = true + -- end + --end + --if HasNotControlled == false then UGCLogSystem.LogError("[EventAction_PlayerExit_Execute] HasNotControlled is false") end end diff --git a/Counterattack/Script/Global/EventManager/EventAction/EventAction_RoundBegin.lua b/Counterattack/Script/Global/EventManager/EventAction/EventAction_RoundBegin.lua index 44f046ef..0c8947e2 100644 --- a/Counterattack/Script/Global/EventManager/EventAction/EventAction_RoundBegin.lua +++ b/Counterattack/Script/Global/EventManager/EventAction/EventAction_RoundBegin.lua @@ -121,6 +121,11 @@ function EventAction_RoundBegin:ExecuteOtherLogic() end -- 新增一个增益 PC:AddCanObtainIncreaseCount() + local MaxScore = UGCGameSystem.GameState:GetMaxTeamScore() + if MaxScore == GlobalConfigs.GameSetting.MaxRound // 2 then + -- 赛点额外增加一个增益 + PC:AddCanObtainIncreaseCount() + end end -- 绑定玩家死亡 diff --git a/Counterattack/Script/Global/EventManager/EventConfig.lua b/Counterattack/Script/Global/EventManager/EventConfig.lua index 80d51af2..f9a38d01 100644 --- a/Counterattack/Script/Global/EventManager/EventConfig.lua +++ b/Counterattack/Script/Global/EventManager/EventConfig.lua @@ -47,6 +47,8 @@ EventEnum = { GameWillBegin = 10006, -- 游戏即将开始 PlayerIsAliveIsChange = 10007, -- 玩家存活列表改变 UpdatePlayerInfo = 10008, -- 玩家个人信息更新 + ResetPlayerTransformToPlayerStart = 10009, -- 通知出生点控制器刷新玩家位置,而非重生 InPC InPawn + PlayerWeaponCombinationUpdate = 11001, -- 玩家可选的武器配置列表更新 [PlayerKey] = CombinationType PlayerSelectedWeaponIndexUpdate = 11002, -- 玩家选择的武器配置索引更新 [PlayerKey] = Index @@ -184,9 +186,9 @@ EventConfig.ActionInfo = { -- 等待结束玩家不足时触发的事件 WaitFailureEvent = EventEnum.GameEnd, -- 至少等待时长 - AtLeastWaitingTime = 5, + AtLeastWaitingTime = 10, -- 游戏即将开始提示的时间 - GameWillBeginWaitTime = 5, + GameWillBeginWaitTime = 10, }, }, [EventConfig.ActionType.GamePlay] = { diff --git a/Counterattack/Script/Global/FunctionExtension/MathExtension.lua b/Counterattack/Script/Global/FunctionExtension/MathExtension.lua index c3abf0d0..50491239 100644 --- a/Counterattack/Script/Global/FunctionExtension/MathExtension.lua +++ b/Counterattack/Script/Global/FunctionExtension/MathExtension.lua @@ -26,4 +26,13 @@ function math.isNearlyEqual(a, b, Tolerance) Tolerance = 0.01 end return math.abs(a - b) <= Tolerance +end + +--- 在圆中随机生成一个点 +function math.RandomCirclePoint(Radius, Center) + local angle = math.random() * 2 * math.pi; + local tr = Radius * math.sqrt(math.random()); + local x = Center.X + tr * math.cos(angle); + local y = Center.Y + tr * math.sin(angle); + return { X = x, Y = y }; end \ No newline at end of file diff --git a/Counterattack/Script/Global/GlobalConfigs.lua b/Counterattack/Script/Global/GlobalConfigs.lua index d65e3b3a..4ccedbee 100644 --- a/Counterattack/Script/Global/GlobalConfigs.lua +++ b/Counterattack/Script/Global/GlobalConfigs.lua @@ -11,11 +11,11 @@ GlobalConfigs.GameModeSetting = { --- 队伍模式 TeamModeType = CustomEnum.ETeamMode.TeamSports; --- 队伍所需玩家数 - TeamNeedPlayerNum = 6; + TeamNeedPlayerNum = 4; --- 队伍数量 TeamNum = 2; --- 最大玩家数量 - MaxPlayerNum = 12; + MaxPlayerNum = 8; --- 最小可玩人数 MinPlayerNum = 2; } @@ -27,7 +27,7 @@ GlobalConfigs.GameSetting = { EnablePlayerJoin = false, -- 等待及选地图时间 - WaitTime = 35; + WaitTime = 50; -- 游戏时长 GameTime = 1200; -- 回合时间 diff --git a/Counterattack/Script/Global/System/MyWeaponSystem.lua b/Counterattack/Script/Global/System/MyWeaponSystem.lua index 9156c083..df5069ef 100644 --- a/Counterattack/Script/Global/System/MyWeaponSystem.lua +++ b/Counterattack/Script/Global/System/MyWeaponSystem.lua @@ -173,4 +173,44 @@ end function MyWeaponSystem.GetItemWeaponAmmunitionItemID(WeaponID) return WeaponAmmunitionItem[WeaponID] -end \ No newline at end of file +end + +MyWeaponSystem.BackPackHandle1 = {} +MyWeaponSystem.BackPackHandle2 = {} +MyWeaponSystem.BackPackHandle3 = {} +MyWeaponSystem.BackPackHandle4 = {} + +function MyWeaponSystem.UpdatePlayerBackPack(PlayerKey) + -- 默认武器 + if MyWeaponSystem.BackPackHandle1[PlayerKey] then UGCEventSystem.StopTimer(MyWeaponSystem.BackPackHandle1[PlayerKey]) end + MyWeaponSystem.BackPackHandle1[PlayerKey] = UGCEventSystem.SetTimer(UGCGameSystem.GameState, function() + MyWeaponSystem.BackPackHandle1[PlayerKey] = nil + UGCGameSystem.GameState:UpdatePlayerWeapon(PlayerKey) + end, 1.) + + -- 默认装备 + if MyWeaponSystem.BackPackHandle2[PlayerKey] then UGCEventSystem.StopTimer(MyWeaponSystem.BackPackHandle2[PlayerKey]) end + MyWeaponSystem.BackPackHandle2[PlayerKey] = UGCEventSystem.SetTimer(UGCGameSystem.GameState, function() + MyWeaponSystem.BackPackHandle2[PlayerKey] = nil + local DefaultBackPack = TableHelper.DeepCopy(UGCGameSystem.GameState:GetPlayerBeBornParts(PlayerKey)) + UGCGameSystem.GameState:PlayerAddItemInfo(PlayerKey, DefaultBackPack) + end, 2.) + + -- 校验玩家的武器和配件1次 + if MyWeaponSystem.BackPackHandle3[PlayerKey] then UGCEventSystem.StopTimer(MyWeaponSystem.BackPackHandle3[PlayerKey]) end + MyWeaponSystem.BackPackHandle3[PlayerKey] = UGCEventSystem.SetTimer(UGCGameSystem.GameState, function() + MyWeaponSystem.BackPackHandle3[PlayerKey] = nil + UGCGameSystem.GameState:CheckWeaponAndParts(PlayerKey) + end, 6.) + -- 校验玩家的武器和配件2次 + if MyWeaponSystem.BackPackHandle4[PlayerKey] then UGCEventSystem.StopTimer(MyWeaponSystem.BackPackHandle4[PlayerKey]) end + MyWeaponSystem.BackPackHandle4[PlayerKey] = UGCEventSystem.SetTimer(UGCGameSystem.GameState, function() + MyWeaponSystem.BackPackHandle4[PlayerKey] = nil + UGCGameSystem.GameState:CheckWeaponAndParts(PlayerKey) + end, 8.) + + -- 补满武器弹夹 + UGCEventSystem.SetTimer(UGCGameSystem.GameState, function() + UGCSystemLibrary.PlayerFullBullet(PlayerKey) + end, 3.) +end diff --git a/Counterattack/Script/Global/System/UGCSystemLibrary.lua b/Counterattack/Script/Global/System/UGCSystemLibrary.lua index 17d0a327..079f8213 100644 --- a/Counterattack/Script/Global/System/UGCSystemLibrary.lua +++ b/Counterattack/Script/Global/System/UGCSystemLibrary.lua @@ -360,6 +360,53 @@ function UGCSystemLibrary.RespawnPlayer(PlayerKey, Time) end +function UGCSystemLibrary.RespawnPlayer_V2(PlayerKey, Time) + + -- 不进行瞬时重生,防止同一帧重复调用 + if Time == nil then Time = 0.1 end + local NowTime = UGCSystemLibrary.GetGameTime() + local RespawnHandleInfo = UGCSystemLibrary.RespawnPlayerHandlesInfo[PlayerKey] + if RespawnHandleInfo then + -- 若多次调用则仅采用长的复活时间 + if Time + NowTime <= RespawnHandleInfo.RespawnGameTime then + return + end + end + + -- 删除之前的复活Handle + if UGCSystemLibrary.RespawnPlayerHandlesInfo[PlayerKey] then + UGCEventSystem.StopTimer(UGCSystemLibrary.RespawnPlayerHandlesInfo[PlayerKey].Handle) + end + UGCSystemLibrary.RespawnPlayerHandlesInfo[PlayerKey] = {} + -- 构建新的符合Handle + UGCSystemLibrary.RespawnPlayerHandlesInfo[PlayerKey].Handle = UGCEventSystem.SetTimer(UGCGameSystem.GameState, function() + UGCSystemLibrary.RespawnPlayerHandlesInfo[PlayerKey] = nil + local PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey) + if UE.IsValid(PlayerPawn) then + PlayerPawn:K2_DestroyActor() + end + local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey) + if UE.IsValid(PC) then + -- UGCGameSystem.GameMode:RestartPlayer(PC) + local DefaultPawnClass = UGCGameSystem.GameMode:GetDefaultPawnClassForController(PC) + if DefaultPawnClass then + local Pawn = UGCGameSystem.SpawnActor(UGCGameSystem.GameState, DefaultPawnClass, VectorHelper.VectorZero(), VectorHelper.RotZero(), VectorHelper.ScaleOne()) + PC:Possess(Pawn) + -- 将玩家重置到出生点 + UGCEventSystem.SendEvent(EventEnum.ResetPlayerTransformToPlayerStart, PC, Pawn) + UGCLogSystem.Log("[UGCSystemLibrary_RespawnPlayer_V2] Finish") + else + UGCLogSystem.LogError("[UGCSystemLibrary_RespawnPlayer_V2]DefaultPawnClass is nil") + end + + else + UGCLogSystem.LogError("[UGCSystemLibrary_RespawnPlayer_V2] [%s]PC is nil", tostring(PlayerKey)) + end + + + end, Time) + UGCSystemLibrary.RespawnPlayerHandlesInfo[PlayerKey].RespawnGameTime = Time + NowTime +end --- Server --- 设置pawn是否可移动 diff --git a/Counterattack/Script/UI/SelectWeapon/WB_ReselectWeaponBtn.lua b/Counterattack/Script/UI/SelectWeapon/WB_ReselectWeaponBtn.lua index 2924a147..c5712e0a 100644 --- a/Counterattack/Script/UI/SelectWeapon/WB_ReselectWeaponBtn.lua +++ b/Counterattack/Script/UI/SelectWeapon/WB_ReselectWeaponBtn.lua @@ -12,6 +12,7 @@ local WB_ReselectWeaponBtn = { function WB_ReselectWeaponBtn:Construct() WidgetLibrary.BindButtonClicked(self.Button_ReselectWeapon, self.ClickBtn, self) + self.LoopCheckDeadShowBtnHandle = UGCEventSystem.SetTimerLoop(self, self.CheckDeadShowBtn, 1) end @@ -21,9 +22,11 @@ function WB_ReselectWeaponBtn:Tick(MyGeometry, InDeltaTime) end end --- function WB_ReselectWeaponBtn:Destruct() - --- end +function WB_ReselectWeaponBtn:Destruct() + if self.LoopCheckDeadShowBtnHandle then + UGCEventSystem.StopTimer(self.LoopCheckDeadShowBtnHandle) + end +end function WB_ReselectWeaponBtn:OnShowPanel() UGCLogSystem.Log("[WB_ReselectWeaponBtn_OnShowPanel]") @@ -57,4 +60,16 @@ function WB_ReselectWeaponBtn:ClickBtn() WidgetManager:ShowPanel(WidgetConfig.EUIType.WeaponSelect) end +function WB_ReselectWeaponBtn:CheckDeadShowBtn() + local LocalPawn = UGCSystemLibrary.GetLocalPlayerPawn() + if not UE.IsValid(LocalPawn) or UGCPawnSystem.HasPawnState(LocalPawn, EPawnState.Dead) then + self:SetVisibility(ESlateVisibility.SelfHitTestInvisible) + else + local NowTime = UGCSystemLibrary.GetGameTime() + if NowTime - self.StartShowTime > self.ShowTime then + self:CloseBtn() + end + end +end + return WB_ReselectWeaponBtn; \ No newline at end of file diff --git a/IWantToHitfour/Script/Blueprint/UGCGameState.lua b/IWantToHitfour/Script/Blueprint/UGCGameState.lua index 45121ed3..9dfc4067 100644 --- a/IWantToHitfour/Script/Blueprint/UGCGameState.lua +++ b/IWantToHitfour/Script/Blueprint/UGCGameState.lua @@ -806,7 +806,7 @@ function UGCGameState:UpdatePlayerWeapon(InPlayerKey) end - local PlayerCustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.CustomWeaponParts) + local PlayerCustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(InPlayerKey, ArchiveDataConfig.EArchiveType.CustomWeaponParts) for i, WeaponID in pairs(WeaponIDs) do local Parts = MyWeaponSystem.GetWeaponBastParts(WeaponID) if PlayerCustomWeaponParts and PlayerCustomWeaponParts[WeaponID] then diff --git a/IWantToHitfour/Script/Global/Config/SignalCircleConfig.lua b/IWantToHitfour/Script/Global/Config/SignalCircleConfig.lua index 9a219864..a59f7329 100644 --- a/IWantToHitfour/Script/Global/Config/SignalCircleConfig.lua +++ b/IWantToHitfour/Script/Global/Config/SignalCircleConfig.lua @@ -126,10 +126,11 @@ function SignalCircleConfig.UpdateNewCircleData() if SignalCircleConfig.IsRandomCircle and CircleLayer > 1 then -- 获取可进行随机的偏移 local RandomDeviation = CircleInfo.blueradius - CircleInfo.whiteradius - local AddRandomX = RandomDeviation * math.random() * 2 - RandomDeviation - local AddRandomY = RandomDeviation * math.random() * 2 - RandomDeviation - -- 设置中心偏移 - CircleCenterPoint = VectorHelper.Add2D(CircleCenterPoint, {X = AddRandomX, Y = AddRandomY} ) + --local AddRandomX = RandomDeviation * math.random() * 2 - RandomDeviation + --local AddRandomY = RandomDeviation * math.random() * 2 - RandomDeviation + ---- 设置中心偏移 + --CircleCenterPoint = VectorHelper.Add2D(CircleCenterPoint, {X = AddRandomX, Y = AddRandomY} ) + CircleCenterPoint = math.RandomCirclePoint(RandomDeviation, CircleCenterPoint) end -- 设置目标白圈的中心 NewCirCleCfg.whitepoint = {X = CircleCenterPoint.X, Y = CircleCenterPoint.Y} diff --git a/IWantToHitfour/Script/Global/FunctionExtension/MathExtension.lua b/IWantToHitfour/Script/Global/FunctionExtension/MathExtension.lua index c3abf0d0..0ea9eef5 100644 --- a/IWantToHitfour/Script/Global/FunctionExtension/MathExtension.lua +++ b/IWantToHitfour/Script/Global/FunctionExtension/MathExtension.lua @@ -26,4 +26,14 @@ function math.isNearlyEqual(a, b, Tolerance) Tolerance = 0.01 end return math.abs(a - b) <= Tolerance +end + + +--- 在圆中随机生成一个点 +function math.RandomCirclePoint(Radius, Center) + local angle = math.random() * 2 * math.pi; + local tr = Radius * math.sqrt(math.random()); + local x = Center.X + tr * math.cos(angle); + local y = Center.Y + tr * math.sin(angle); + return { X = x, Y = y }; end \ No newline at end of file diff --git a/TwoOnTwo/Script/Blueprint/UGCGameState.lua b/TwoOnTwo/Script/Blueprint/UGCGameState.lua index 4dd1b09c..6e543997 100644 --- a/TwoOnTwo/Script/Blueprint/UGCGameState.lua +++ b/TwoOnTwo/Script/Blueprint/UGCGameState.lua @@ -872,7 +872,7 @@ function UGCGameState:UpdatePlayerWeapon(InPlayerKey) end - local PlayerCustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.CustomWeaponParts) + local PlayerCustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(InPlayerKey, ArchiveDataConfig.EArchiveType.CustomWeaponParts) for i, WeaponID in pairs(WeaponIDs) do local Parts = MyWeaponSystem.GetWeaponBastParts(WeaponID) if PlayerCustomWeaponParts and PlayerCustomWeaponParts[WeaponID] then diff --git a/TwoOnTwo/Script/Global/Config/SignalCircleConfig.lua b/TwoOnTwo/Script/Global/Config/SignalCircleConfig.lua index 7229e0af..b0d08508 100644 --- a/TwoOnTwo/Script/Global/Config/SignalCircleConfig.lua +++ b/TwoOnTwo/Script/Global/Config/SignalCircleConfig.lua @@ -145,10 +145,12 @@ function SignalCircleConfig.UpdateNewCircleData() if SignalCircleConfig.IsRandomCircle and CircleLayer > 1 then -- 获取可进行随机的偏移 local RandomDeviation = CircleInfo.blueradius - CircleInfo.whiteradius - local AddRandomX = RandomDeviation * math.random() * 2 - RandomDeviation - local AddRandomY = RandomDeviation * math.random() * 2 - RandomDeviation - -- 设置中心偏移 - CircleCenterPoint = VectorHelper.Add2D(CircleCenterPoint, {X = AddRandomX, Y = AddRandomY} ) + --local AddRandomX = RandomDeviation * math.random() * 2 - RandomDeviation + --local AddRandomY = RandomDeviation * math.random() * 2 - RandomDeviation + ---- 设置中心偏移 + --CircleCenterPoint = VectorHelper.Add2D(CircleCenterPoint, {X = AddRandomX, Y = AddRandomY} ) + CircleCenterPoint = math.RandomCirclePoint(RandomDeviation, CircleCenterPoint) + end -- 设置目标白圈的中心 NewCirCleCfg.whitepoint = {X = CircleCenterPoint.X, Y = CircleCenterPoint.Y} diff --git a/TwoOnTwo/Script/Global/FunctionExtension/MathExtension.lua b/TwoOnTwo/Script/Global/FunctionExtension/MathExtension.lua index c3abf0d0..0ea9eef5 100644 --- a/TwoOnTwo/Script/Global/FunctionExtension/MathExtension.lua +++ b/TwoOnTwo/Script/Global/FunctionExtension/MathExtension.lua @@ -26,4 +26,14 @@ function math.isNearlyEqual(a, b, Tolerance) Tolerance = 0.01 end return math.abs(a - b) <= Tolerance +end + + +--- 在圆中随机生成一个点 +function math.RandomCirclePoint(Radius, Center) + local angle = math.random() * 2 * math.pi; + local tr = Radius * math.sqrt(math.random()); + local x = Center.X + tr * math.cos(angle); + local y = Center.Y + tr * math.sin(angle); + return { X = x, Y = y }; end \ No newline at end of file