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b/SoloKing/ExtendResource/RankingList/ResourceMeta.json deleted file mode 100644 index d9443949..00000000 --- a/SoloKing/ExtendResource/RankingList/ResourceMeta.json +++ /dev/null @@ -1,3 +0,0 @@ -{ - "OriginRoot": "OfficialPackage" -} \ No newline at end of file diff --git a/SoloKing/ItemDBFile.uasset b/SoloKing/ItemDBFile.uasset index 2ff1194e..8adfbfd8 100644 Binary files a/SoloKing/ItemDBFile.uasset and b/SoloKing/ItemDBFile.uasset differ diff --git a/SoloKing/ReferenceAssetList.txt b/SoloKing/ReferenceAssetList.txt index 41740ffe..bc118b60 100644 --- a/SoloKing/ReferenceAssetList.txt +++ b/SoloKing/ReferenceAssetList.txt @@ -9,4 +9,3 @@ /Game/Arts_Player/Weapon/MainWeapon/Others/CrossBow/Mesh/ST_Crossbow_Arrow /Game/Arts_PlayerBluePrints/Weapon/MainWeapon/Other/CrossbowBorderland/BP_Other_CrossbowBorderland /Game/Arts_PlayerBluePrints/Weapon/MainWeapon/Other/CrossbowBorderland/BP_Other_CrossbowBorderland_Wrapper -/Game/Arts_Scenes/Meshs/Objects/Fence/Outside_ExteriorFence_002 diff --git a/SoloKing/Script/Blueprint/UGCGameState.lua b/SoloKing/Script/Blueprint/UGCGameState.lua index 2548e344..eb66c421 100644 --- a/SoloKing/Script/Blueprint/UGCGameState.lua +++ b/SoloKing/Script/Blueprint/UGCGameState.lua @@ -27,9 +27,6 @@ function UGCGameState:ReceiveBeginPlay() if GlobalBeginTool then GlobalBeginTool:ReceiveBeginPlay(); end table.func(MiniManager, "Init", self); - if DefaultSettings.EnableTest then - table.print_G(); - end end function UGCGameState:ReceiveTick(DeltaTime) @@ -277,6 +274,7 @@ function UGCGameState:OnGameEnded() WidgetManager:DestroyPanel(WidgetConfig.EUIType.AllWeapon); WidgetManager:DestroyPanel(WidgetConfig.EUIType.AllWeapon_Spectator); WidgetManager:DestroyPanel(WidgetConfig.EUIType.CustomSelectWeapon); + --WidgetManager:DestroyPanel(WidgetConfig.EUIType.ShowCustomSelectWeaponBtn); WidgetManager:DestroyPanel(WidgetConfig.EUIType.ShowPK); WidgetManager:DestroyPanel(WidgetConfig.EUIType.ShowRankInheritance); end @@ -348,8 +346,6 @@ function UGCGameState:OnClientAlready(PlayerKey) if PC and UE.IsValid(PC) and (not PC:IsPureSpectator()) then PC:SendLast10Games(); PC:SendSelectWeapons(); - -- 发送武器配件数据 - PC:SendWeaponParts(); end end diff --git a/SoloKing/Script/Blueprint/UGCPlayerController.lua b/SoloKing/Script/Blueprint/UGCPlayerController.lua index ed7dabce..41678a58 100644 --- a/SoloKing/Script/Blueprint/UGCPlayerController.lua +++ b/SoloKing/Script/Blueprint/UGCPlayerController.lua @@ -21,7 +21,7 @@ function UGCPlayerController:ReceiveBeginPlay() if not DefaultSettings.EnableAutoPickUp then UITool.HidePickUpPanel(); end UGCEventSystem.SetTimer(self, function() WidgetManager:ShowPanel(WidgetConfig.EUIType.Main, false); - + local MiniState = GameState.MiniInfo.State UGCLogSystem.Log("[UGCPlayerController:ReceiveBeginPlay] 执行 MiniState = %s", tostring(MiniState)); if MiniState ~= nil and MiniState <= MiniGameState.ROUND_PREPARE then @@ -46,9 +46,9 @@ function UGCPlayerController:ReceiveBeginPlay() end end, 1); end - + UGCEventSystem.AddListener(EventTypes.ClientAlready, self.OnClientAlready, self); - + -- 添加玩家死亡复活回调 self.OnCharacterDeadDelegate:Add(self.OnCharacterDeath, self) self.PlayerControllerRespawnedDelegate:AddInstance(self.OnRespawnPawn, self) @@ -79,10 +79,10 @@ function UGCPlayerController:OnRespawnPawn() UGCLogSystem.Log("[UGCPlayerController:OnRespawnPawn] 执行") if IsServer then Pawn:AddInitItems(); - + -- 检测当前有多少人 local Pawns = UGCGameSystem.GetAllPlayerPawn() - + --- 所有玩家重置成功 local PlayerCount = table.getCount(Pawns) if PlayerCount > 1 then @@ -95,7 +95,7 @@ function UGCPlayerController:OnRespawnPawn() table.insert(OBKeys, PC.PlayerKey); end end - + UGCLogSystem.LogTree(string.format("[UGCPlayerController:OnRespawnPawn] OBKeys ="), OBKeys) if not table.isEmpty(OBKeys) then UGCGameSystem.ChangeAllowOBPlayerKeys(self, OBKeys); @@ -104,13 +104,13 @@ function UGCPlayerController:OnRespawnPawn() end end else - -- 在这里修改 这里改了,改成全部都显示这个按键 - --if GlobalMiniMode.ModeType ~= GameModeConfig.EGameModeType.DefaultMode then + if GlobalMiniMode.ModeType ~= GameModeConfig.EGameModeType.DefaultMode then UGCLogSystem.Log("[UGCPlayerController:OnRespawnPawn] 显示按钮") + --WidgetManager:ShowPanel(WidgetConfig.EUIType.ShowCustomSelectWeaponBtn, false); WidgetManager:GetPanel(WidgetConfig.EUIType.Main, function(Widget) table.func(Widget, "ShowCustomSelectWeaponBtn", true); end) - --end + end end end @@ -140,7 +140,7 @@ function UGCPlayerController:EnterSpectate(IsEnterSpectate) table.insert(OBKeys, PC.PlayerKey); end end - + if table.isEmpty(OBKeys) then return ; end UGCGameSystem.ChangeAllowOBPlayerKeys(self, OBKeys); UGCGameSystem.EnterSpectating(self); @@ -156,7 +156,7 @@ end function UGCPlayerController:SetEnableShovel(IsEnable) UGCLogSystem.Log("[UGCPlayerController:SetEnableShovel] 执行 IsEnable = %s", tostring(IsEnable)); if self.PlayerEnableShovel == IsEnable then return ; end - + self.PlayerEnableShovel = IsEnable; local PS = UGCGameSystem.GetPlayerStateByPlayerKey(self.PlayerKey) PS:SetEnableShovel(self.PlayerEnableShovel); @@ -302,18 +302,18 @@ function UGCPlayerController:SendArchive(Index, Total, Archive, Friend) if ArchiveTable[self.PlayerKey] == nil then ArchiveTable[self.PlayerKey] = {}; end if ArchiveTable[self.PlayerKey].Last10Games == nil then ArchiveTable[self.PlayerKey].Last10Games = {}; end ArchiveTable[self.PlayerKey].Last10Games[Index] = Archive; - + WidgetManager:GetPanel(WidgetConfig.EUIType.GameRecord, function(Widget) Widget:AddLastGameItem(Index, Archive, Friend); end) - + self:CloseLastGameTimer(); UGCEventSystem.SetTimer(self, function() -- 验证是否完全,不完全发送数据 local Success, List = self:CheckArchiveDataComplete(Total); if not Success then self:ResendArchive(List); end end, 3); - + -- 判断是否完整 if self:CheckArchiveDataComplete(Total) then -- 数据完整 @@ -343,7 +343,7 @@ UGCPlayerController.OneSendWeaponCount = 10; function UGCPlayerController:SendSelectWeapons() if table.isEmpty(ArchiveTable[self.PlayerKey]) then return end if table.isEmpty(ArchiveTable[self.PlayerKey].SelectWeapons) then return end - + UGCEventSystem.SetTimer(self, function() self.SendSelectWeaponsTimer = UGCEventSystem.SetTimerLoop(self, function() self:SendWeapons(); @@ -370,7 +370,7 @@ function UGCPlayerController:SendWeapons(Total, InList) Num = Num + 1; if Num > self.OneSendWeaponCount then break ; end end - + for WeaponId, v in pairs(InList) do self.SelectWeapons[WeaponId] = nil; end @@ -403,69 +403,4 @@ function UGCPlayerController:SendWeapons(Total, InList) end end ---- 一次发送武器配件数量的rpc有多少个 -UGCPlayerController.OneSendWeaponPartsCount = 20; -UGCPlayerController.SendPartsTimer = nil; ---- 正在发送的 IDs -UGCPlayerController.InSendWeaponIds = {}; - --- 发送武器配件信息 -function UGCPlayerController:SendWeaponParts(InList) - if table.isEmpty(ArchiveTable[self.PlayerKey]) then return; end - local Weapons = ArchiveTable[self.PlayerKey].Weapons; - if table.isEmpty(Weapons) then return; end - if table.isEmpty(self.InSendWeaponIds) then self.InSendWeaponIds = {}; end - if table.isEmpty(InList) then - for WeaponID, Parts in pairs(Weapons) do - table.insert(self.InSendWeaponIds, WeaponID); - end - else - for i, v in pairs(InList) do - if i > 10000 then - table.insert(self.InSendWeaponIds, i); - else - table.insert(self.InSendWeaponIds, v); - end - end - end - self.SendPartsTimer = UGCEventSystem.SetTimerLoop(self, function() - self:SendPartsRPC(); - end, 0.5) -end - -UGCPlayerController.SendPartsTimer = nil; - -function UGCPlayerController:SendPartsRPC(InTotal, InList) - if IsServer then - -- 开始发送 - local Weapons = ArchiveTable[self.PlayerKey].Weapons; - local Count = table.getCount(self.InSendWeaponIds); - local SendTable = {}; - if Count <= self.OneSendWeaponPartsCount then - for i, WeaponID in pairs(self.InSendWeaponIds) do - SendTable[WeaponID] = Weapons[WeaponID] or {}; - end - self.InSendWeaponIds = {}; - UGCEventSystem.StopTimer(self.SendPartsTimer); - else - for i = 1, self.OneSendWeaponPartsCount do - local WeaponID = self.InSendWeaponIds[1]; - SendTable[WeaponID] = Weapons[WeaponID] or {}; - table.remove(self.InSendWeaponIds, 1); - end - end - UnrealNetwork.CallUnrealRPC(self, self, "SendPartsRPC", InTotal or table.getCount(SendTable), SendTable); - else - if table.isEmpty(ArchiveTable[self.PlayerKey]) then ArchiveTable[self.PlayerKey] = {}; end - if table.isEmpty(ArchiveTable[self.PlayerKey].Weapons) then ArchiveTable[self.PlayerKey].Weapons = {}; end - for WeaponID, Parts in pairs(InList) do - ArchiveTable[self.PlayerKey].Weapons[WeaponID] = Parts; - end - -- 查看是否完全了 - if table.getCount(ArchiveTable[self.PlayerKey].Weapons) == InTotal or InTotal == -1 then - -- 更新存档武器 - end - end -end - return UGCPlayerController; \ No newline at end of file diff --git a/SoloKing/Script/Blueprint/UGCPlayerPawn.lua b/SoloKing/Script/Blueprint/UGCPlayerPawn.lua index 2040c497..e60e74ee 100644 --- a/SoloKing/Script/Blueprint/UGCPlayerPawn.lua +++ b/SoloKing/Script/Blueprint/UGCPlayerPawn.lua @@ -34,8 +34,7 @@ end --end function UGCPlayerPawn:GetAvailableServerRPCs() - return "ReplacePartId", - "UpdateWeaponParts" + return "ReplacePartId" end function UGCPlayerPawn:ReceivePossessed(NewController) @@ -124,209 +123,6 @@ function UGCPlayerPawn:AddItem(InItemId, InItemCount, ...) end, 1); end ---function UGCPlayerPawn:InitPawn() --- if self:HasAuthority() == false then --- UGCLogSystem.Log('[UGCPlayerPawn:ReceiveBeginPlay] UE.GetName(self) = %s', UE.GetName(self)) --- UGCLogSystem.Log("[UGCPlayerPawn:ReceiveBeginPlay] self.PlayerKey = %s", self.PlayerKey) --- local Widget = self.Widget:GetUserWidgetObject(); --- if Widget then --- if self.PlayerKey and self.PlayerKey ~= 0 then --- Widget:SetPlayerInfo(self.PlayerKey) --- local Iden = UGCGameSystem.GameState.PlayerIdentityDic[self.PlayerKey]; --- if Iden and Iden.IdentityNum == 1 then --- Widget:ShowIt(); --- else --- Widget:CloseIt(); --- end --- end --- end --- else --- UGCLogSystem.Log("[UGCPlayerPawn:ReceiveBeginPlay] server self.PlayerKey = %s", self.PlayerKey) --- end ---end - -UGCPlayerPawn.SlotWeapons = {}; -UGCPlayerPawn.ShouldCheckSlotWeapons = {}; - -function UGCPlayerPawn:PlayerAddWeapon(WeaponIDs) - -- 检查两把武器是否相同 - self.SlotWeapons = WeaponIDs; - self.ShouldCheckSlotWeapons = TableHelper.DeepCopyTable(self.SlotWeapons); - ItemTool.ClearAllWeapon(self); - if table.isEmpty(WeaponIDs) then return ; end - -- 判断当前武器是否相同,如果相同就不管 - for i, v in pairs(WeaponIDs) do - ItemTool.AddWeaponItem(self, v, 1, true, EFillBulletType.ClipInfinite); - end - self:CloseCheckWeaponTimer(); - self.CheckWeaponTotalExistTimer = UGCEventSystem.SetTimerLoop(self, function() - self:CheckPlayerWeapon(); - end, 1); -end - -function UGCPlayerPawn:CloseCheckWeaponTimer() - if self.CheckWeaponTotalExistTimer then - UGCEventSystem.StopTimer(self.CheckWeaponTotalExistTimer); - self.CheckWeaponTotalExistTimer = nil; - end -end - -UGCPlayerPawn.CheckWeaponTotalExistTimer = nil; - -function UGCPlayerPawn:CheckPlayerWeapon() - if table.isEmpty(self.ShouldCheckSlotWeapons) then return self:CloseCheckWeaponTimer(); end - local Count = table.getCount(self.ShouldCheckSlotWeapons); - if Count == 1 then - local WeaponID = self.ShouldCheckSlotWeapons[1]; - if ItemTool.IsMeleeWeaponById(WeaponID) then - local HasWeapon, MeleeCount = self:IsPawnHasMeleeWeapon(WeaponID, 1); - if HasWeapon then - -- 清空,然后返回 - self.ShouldCheckSlotWeapons = {}; - return self:CloseCheckWeaponTimer(); - end - -- 说明数量大于 - if MeleeCount >= 2 then - local AllDatas = UGCBackPackSystem.GetAllItemData(self); - local RemoveInstances = {}; - for i, v in pairs(AllDatas) do - if v.ItemID == WeaponID then - table.insert(RemoveInstances, v.InstanceID); - end - end - table.remove(RemoveInstances, math.random(#RemoveInstances)); - for i, v in pairs(RemoveInstances) do - UGCBackPackSystem.DropItemByInstanceID(self, v, 1, false); - end - else -- 说明小于 0 - ItemTool.AddWeaponItem(self, WeaponID, 1, false); - end - else - local HadWeapon = false; - for i, Enum in pairs(ShootWeaponEnums) do - local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(self, Enum); - if Weapon and UE.IsValid(Weapon) then - if Weapon:GetWeaponItemID() == WeaponID then - HadWeapon = true; - break; - end - end - end - if not HadWeapon then - ItemTool.AddWeaponItem(self, WeaponID, 1, true, EFillBulletType.ClipInfinite); - end - end - else - -- 两把武器 - if self.ShouldCheckSlotWeapons[1] == self.ShouldCheckSlotWeapons[2] then - local WeaponID = self.ShouldCheckSlotWeapons[1]; - if ItemTool.IsMeleeWeaponById(WeaponID) then - local HadWeapon, WeaponCount = self:IsPawnHasMeleeWeapon(WeaponID, 2) - if HadWeapon then - self.ShouldCheckSlotWeapons = {}; - return self:CloseCheckWeaponTimer(); - end - return; - end - - local SlotWeapons = TableHelper.DeepCopyTable(self.ShouldCheckSlotWeapons); - ---@type FItemDefineID[] - local CurrItems = {}; - for i, Socket in pairs(ShootWeaponEnums) do - local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(self, Socket); - if Weapon and UE.IsValid(Weapon) then - local DefineID = Weapon:GetItemDefineID() - ---@type FItemDefineID - local WeaponId = Weapon:GetWeaponItemID(); - if WeaponId == WeaponID then table.remove(SlotWeapons, 1); end - table.insert(CurrItems, DefineID); - end - end - if table.isEmpty(SlotWeapons) then return self:CloseCheckWeaponTimer(); end - local BackComp = UGCBackPackSystem.GetBackpackComponent(self); - for i, Defines in pairs(CurrItems) do - if Defines.TypeSpecificID == WeaponID then - table.remove(self.ShouldCheckSlotWeapons, 1); - else - -- 删除 - local bSuccess = BackComp:DropItem(Defines, 1, EBattleItemDropReason.Force); - if bSuccess then - UGCLogSystem.Log("[UGCPlayerPawn:CheckPlayerWeapon] 移除 ItemID: %d", Defines.TypeSpecificID); - else - UGCLogSystem.Log("[UGCPlayerPawn:CheckPlayerWeapon] 无法移除 ItemID: %d", Defines.TypeSpecificID); - end - end - end - for i, ID in pairs(self.ShouldCheckSlotWeapons) do - ItemTool.AddWeaponItem(self, ID, 1, true, EFillBulletType.ClipInfinite); - end - else - -- 两个武器不一样 - ---@type FItemDefineID[] - local DefineIDs = {}; - for i, v in pairs(ShootWeaponEnums) do - local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(self, v); - if Weapon and UE.IsValid(Weapon) then - local WeaponID = Weapon:GetWeaponItemID(); - local DefineID = Weapon:GetItemDefineID(); - table.insert(DefineIDs, DefineID); - local RemoveIndex = {}; - for Index, ItemID in pairs(self.ShouldCheckSlotWeapons) do - if ItemID == WeaponID then - table.insert(RemoveIndex, Index); - end - end - for j = table.getCount(RemoveIndex), 1, -1 do - table.remove(self.ShouldCheckSlotWeapons, RemoveIndex[j]); - end - end - end - -- 查看 - if table.isEmpty(self.ShouldCheckSlotWeapons) then return self:CloseCheckWeaponTimer(); end - -- 如果有几把武器 - if table.getCount(DefineIDs) == 2 then - for i, v in pairs(DefineIDs) do - --if v.TypeSpecificID == then end - end - end - end - end -end - ---- 玩家是否有近战武器 -function UGCPlayerPawn:IsPawnHasMeleeWeapon(WeaponID, Count) - local HadCount = 0; - local AllDatas = UGCBackPackSystem.GetAllItemData(self); - for i, Info in pairs(AllDatas) do - if Info.ItemID == WeaponID then - HadCount = HadCount + Info.Count; - end - end - if Count == HadCount then return true; end - return false, Count; -end - -function UGCPlayerPawn:IsPawnHasShootWeapon(WeaponID, Slot) - if Slot then - local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(self, Slot); - if Weapon and UE.IsValid(Weapon) then - if Weapon:GetWeaponItemID() == WeaponID then - return true; - end - end - else - for i, Enum in pairs(ShootWeaponEnums) do - local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(self, Enum) - if Weapon and UE.IsValid(Weapon) then - if Weapon:GetWeaponItemID() == WeaponID then - return true; - end - end - end - end - return false; -end - --- 添加初始物品 function UGCPlayerPawn:AddInitItems(Weapons) if table.isEmpty(Weapons) then Weapons = DefaultSettings.PlayerInitEquipment end @@ -473,25 +269,6 @@ function UGCPlayerPawn:UGC_GetDamageNumberConfigIndex(Damage, IsHeadShot, Instig return -1 end -function UGCPlayerPawn:UpdateWeaponParts(WeaponID, WeaponParts) - ArchiveTable[self.PlayerKey].Weapons[WeaponID] = WeaponParts; - if GlobalModeType ~= GameModeConfig.EGameModeType.GangUpMode then return ; end - -- 玩家添加武器 - local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(self); - local HadSet = false; - if Weapon and UE.IsValid(Weapon) then - local CurrWeaponID = Weapon:GetWeaponItemID(); - if CurrWeaponID == WeaponID then - -- 直接设置 Parts - ItemTool.SetWeaponParts(Weapon, WeaponParts); - HadSet = true; - end - end - if not HadSet then - UGCLogSystem.LogError("[UGCPlayerPawn:UpdateWeaponParts] 当前武器跟设置的武器不相同,检查一下, WeaponID : %d", WeaponID); - end -end - -------------------------------- 测试 -------------------------------- function UGCPlayerPawn:AddOutline() diff --git a/SoloKing/Script/Global/DefaultSettings.lua b/SoloKing/Script/Global/DefaultSettings.lua index 5cbe4e4a..8bfd0938 100644 --- a/SoloKing/Script/Global/DefaultSettings.lua +++ b/SoloKing/Script/Global/DefaultSettings.lua @@ -1,6 +1,6 @@ --- 默认配置类,可以在此处配置各种参数 DefaultSettings = {} -DefaultSettings.EnableTest = true;--- 是否开启测试 +DefaultSettings.EnableTest = false;--- 是否开启测试 -------------------------------- 游戏环节 玩家操作 -------------------------------- DefaultSettings.EnableDamageText = true; --- 是否显示飘字 @@ -17,4 +17,4 @@ DefaultSettings.PlayerInitEquipment = { }; -------------------------------- UI -------------------------------- DefaultSettings.ShowFaceNoticeTime = 25; -DefaultSettings.CurrentSeason = 2; --- 当前赛季,跟在页面编辑中的段位管理->赛季配置里面最大的赛季一致 +DefaultSettings.CurrentSeason = 1; --- 当前赛季,跟在页面编辑中的段位管理->赛季配置里面最大的赛季一致 diff --git a/SoloKing/Script/Global/Draw/DrawManager.lua b/SoloKing/Script/Global/Draw/DrawManager.lua deleted file mode 100644 index 2afabb18..00000000 --- a/SoloKing/Script/Global/Draw/DrawManager.lua +++ /dev/null @@ -1,13 +0,0 @@ ---- ----抽奖管理器 ---- -DrawManager = {}; - ---- 初始化抽奖 -function DrawManager:Init() - -end - -function DrawManager:Load() - UGCCommoditySystem.BuyUGCCommodity() -end \ No newline at end of file diff --git a/SoloKing/Script/Global/Mini/MiniGameConfig.lua b/SoloKing/Script/Global/Mini/MiniGameConfig.lua index 6de4e3aa..b2cde4ee 100644 --- a/SoloKing/Script/Global/Mini/MiniGameConfig.lua +++ b/SoloKing/Script/Global/Mini/MiniGameConfig.lua @@ -101,7 +101,7 @@ MiniGameConfig = MiniGameConfig or { EnableInsult = false; -- 是否开启鞭尸 - DefaultWeapon = { 101004, 101004, }, -- 默认初始武器 + DefaultWeapon = 101004, -- 默认初始武器 --- 加分方式 AddFunc = function(Diff, Current, NeedOther) diff --git a/SoloKing/Script/Global/Mini/Script/Mini_Solo.lua b/SoloKing/Script/Global/Mini/Script/Mini_Solo.lua index 61b32119..dc832c33 100644 --- a/SoloKing/Script/Global/Mini/Script/Mini_Solo.lua +++ b/SoloKing/Script/Global/Mini/Script/Mini_Solo.lua @@ -942,7 +942,7 @@ function Mini_Solo:OnPostPlayerRank(PlayerKey, IsWin) end function Mini_Solo:IsFormalMode() - return self.ModeType == GameModeConfig.EGameModeType.DefaultMode and table.getCount(UE.GetAccountInfo()) > 1 + return self.ModeType == GameModeConfig.EGameModeType.DefaultMode and table.getCount(UE.GetAccountInfo()) > 1; end --- 小游戏结束 @@ -1161,6 +1161,7 @@ function Mini_Solo:OnPlayerRespawn(InPlayerKey) else if InPlayerKey == LocalPlayerKey then if self.ModeType ~= GameModeConfig.EGameModeType.DefaultMode then + --WidgetManager:ShowPanel(WidgetConfig.EUIType.ShowCustomSelectWeaponBtn, false); WidgetManager:GetPanel(WidgetConfig.EUIType.Main, function(Widget) table.func(Widget, "ShowCustomSelectWeaponBtn", true); end); @@ -1458,9 +1459,9 @@ function Mini_Solo:OnRoundFormalStart() -- 去读取一下,否则就用默认的枪械 for i, PC in pairs(UGCGameSystem.GetAllPlayerController(false)) do if self.CurrWeaponItem[PC.PlayerKey] == nil then - local LastWeapons = ArchiveTable[PC.PlayerKey].LastWeapons; - if LastWeapons then - self.CurrWeaponItem[PC.PlayerKey] = LastWeapons; + local LastWeapon = ArchiveTable[PC.PlayerKey].LastWeapon; + if LastWeapon then + self.CurrWeaponItem[PC.PlayerKey] = LastWeapon; else self.CurrWeaponItem[PC.PlayerKey] = self.DefaultWeapon; end @@ -1567,85 +1568,81 @@ function Mini_Solo:CloseCheckWeaponTimer() end function Mini_Solo:CheckWeapon() - if table.isEmpty(self.CurrWeaponItem) then return self:CloseCheckWeaponTimer(); end + if table.isEmpty(self.CurrWeaponItem) then + return self:CloseCheckWeaponTimer(); + end local HasWeaponCount = 0; for i, Pawn in pairs(UGCGameSystem.GetAllPlayerPawn()) do if UE.IsValidPawn(Pawn) then -- 判断当前是什么武器 if self.CurrWeaponItem[Pawn.PlayerKey] then - local HasWeapon = false; - if self.ModeType == GameModeConfig.EGameModeType.DefaultMode then - local RemoveTypes = {}; - -- 检查当前是什么玩意 - local WeaponInfo = WeaponTable[self.CurrWeaponItem[Pawn.PlayerKey]] - if WeaponInfo then - if WeaponInfo.TypeNew == EWeaponTypeNew.EWeaponTypeNew_Melee then - -- 获取所有武器 - local AllItemData = UGCBackPackSystem.GetAllItemData(Pawn); - for _, Info in pairs(AllItemData) do - if Info.ItemID == self.CurrWeaponItem[Pawn.PlayerKey] then - UGCLogSystem.Log("[Mini_Solo:CheckWeapon] 找到武器了,近战武器") + local HasWeapon = false; + local RemoveTypes = {}; + -- 检查当前是什么玩意 + local WeaponInfo = WeaponTable[self.CurrWeaponItem[Pawn.PlayerKey]] + if WeaponInfo then + if WeaponInfo.TypeNew == EWeaponTypeNew.EWeaponTypeNew_Melee then + -- 获取所有武器 + local AllItemData = UGCBackPackSystem.GetAllItemData(Pawn); + for _, Info in pairs(AllItemData) do + if Info.ItemID == self.CurrWeaponItem[Pawn.PlayerKey] then + UGCLogSystem.Log("[Mini_Solo:CheckWeapon] 找到武器了,近战武器") + HasWeapon = true; + HasWeaponCount = HasWeaponCount + 1; + + if Info.Count >= 2 then + UGCBackPackSystem.DropItem(Pawn, Info.ItemID, Info.Count - 1, true); + end + end + end + + for _, Type in pairs(AllWeaponEnums) do + local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(Pawn, Type); + if Weapon ~= nil and UE.IsValid(Weapon) then + if Weapon:GetWeaponItemID() ~= self.CurrWeaponItem[Pawn.PlayerKey] then + -- 检查是否有其他武器 + table.insert(RemoveTypes, { + DefineID = Weapon:GetItemDefineID(), + Count = 1; + }); + end + end + end + else + for _, Type in pairs(AllWeaponEnums) do + local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(Pawn, Type); + if Weapon ~= nil and UE.IsValid(Weapon) then + if Weapon:GetWeaponItemID() == self.CurrWeaponItem[Pawn.PlayerKey] then + UGCLogSystem.Log("[Mini_Solo:CheckWeapon] 找到武器了") HasWeapon = true; HasWeaponCount = HasWeaponCount + 1; - - if Info.Count >= 2 then - UGCBackPackSystem.DropItem(Pawn, Info.ItemID, Info.Count - 1, true); - end - end - end - - for _, Type in pairs(AllWeaponEnums) do - local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(Pawn, Type); - if Weapon ~= nil and UE.IsValid(Weapon) then - if Weapon:GetWeaponItemID() ~= self.CurrWeaponItem[Pawn.PlayerKey] then - -- 检查是否有其他武器 - table.insert(RemoveTypes, { - DefineID = Weapon:GetItemDefineID(), - Count = 1; - }); - end - end - end - else - for _, Type in pairs(AllWeaponEnums) do - local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(Pawn, Type); - if Weapon ~= nil and UE.IsValid(Weapon) then - if Weapon:GetWeaponItemID() == self.CurrWeaponItem[Pawn.PlayerKey] then - UGCLogSystem.Log("[Mini_Solo:CheckWeapon] 找到武器了") - HasWeapon = true; - HasWeaponCount = HasWeaponCount + 1; - else - -- 检查是否有其他武器 - table.insert(RemoveTypes, { - DefineID = Weapon:GetItemDefineID(), - Count = 1; - }); - end + else + -- 检查是否有其他武器 + table.insert(RemoveTypes, { + DefineID = Weapon:GetItemDefineID(), + Count = 1; + }); end end end end - -- 有的话就移除 - if not table.isEmpty(RemoveTypes) then - local BackpackComp = UGCBackPackSystem.GetBackpackComponent(Pawn); - for j = 1, #RemoveTypes do - local Item = RemoveTypes[j]; - UGCLogSystem.Log("[Mini_Solo:CheckWeapon] 移除别的武器:%d", Item.DefineID.TypeSpecificID); - BackpackComp:DropItem(Item.DefineID, Item.Count, EBattleItemDropReason.Force); - end + end + -- 有的话就移除 + if not table.isEmpty(RemoveTypes) then + local BackpackComp = UGCBackPackSystem.GetBackpackComponent(Pawn); + for j = 1, #RemoveTypes do + local Item = RemoveTypes[j]; + UGCLogSystem.Log("[Mini_Solo:CheckWeapon] 移除别的武器:%d", Item.DefineID.TypeSpecificID); + BackpackComp:DropItem(Item.DefineID, Item.Count, EBattleItemDropReason.Force); end - - if not HasWeapon then - UGCLogSystem.Log("[Mini_Solo:CheckWeapon] 没有武器,给他加上") - -- 给玩家添加上去 - self:PlayerAddWeapon(self.CurrWeaponItem[Pawn.PlayerKey]) - -- 然后过一段时间补满子弹 - ItemTool.FillAllWeaponBullets(Pawn); - end - else - -- 娱乐模式检查武器 - -- 分为两种情况:1、两个武器相同;2、两个武器不同 - if self.CurrWeaponItem[Pawn.PlayerKey] then end + end + + if not HasWeapon then + UGCLogSystem.Log("[Mini_Solo:CheckWeapon] 没有武器,给他加上") + -- 给玩家添加上去 + self:PlayerAddWeapon(self.CurrWeaponItem[Pawn.PlayerKey]) + -- 然后过一段时间补满子弹 + ItemTool.FillAllWeaponBullets(Pawn); end end end @@ -1655,80 +1652,6 @@ function Mini_Solo:CheckWeapon() end end -function Mini_Solo:CheckSlotHasWeapon(Pawn, WeaponID, Slot) - local HasWeapon = false; - local RemoveTypes = {}; - -- 检查当前是什么玩意 - local WeaponInfo = WeaponTable[WeaponID]; - if WeaponInfo then - if WeaponInfo.TypeNew == EWeaponTypeNew.EWeaponTypeNew_Melee then - -- 获取所有武器 - local AllItemData = UGCBackPackSystem.GetAllItemData(Pawn); - local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(Pawn, Slot); - if Weapon ~= nil and UE.IsValid(Weapon) and Weapon:GetWeaponItemID() == WeaponID then - -- 说明没问题 - return true; - end - for _, Info in pairs(AllItemData) do - if Info.ItemID == self.CurrWeaponItem[Pawn.PlayerKey] then - UGCLogSystem.Log("[Mini_Solo:CheckPlayerHasWeapon] 找到武器了,近战武器") - HasWeapon = true; - if Info.Count >= 2 then - UGCBackPackSystem.DropItem(Pawn, Info.ItemID, Info.Count - 1, true); - end - end - end - - for _, Type in pairs(AllWeaponEnums) do - local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(Pawn, Type); - if Weapon ~= nil and UE.IsValid(Weapon) then - if Weapon:GetWeaponItemID() ~= self.CurrWeaponItem[Pawn.PlayerKey] then - -- 检查是否有其他武器 - table.insert(RemoveTypes, { - DefineID = Weapon:GetItemDefineID(), - Count = 1; - }); - end - end - end - else - for _, Type in pairs(AllWeaponEnums) do - local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(Pawn, Type); - if Weapon ~= nil and UE.IsValid(Weapon) then - if Weapon:GetWeaponItemID() == self.CurrWeaponItem[Pawn.PlayerKey] then - UGCLogSystem.Log("[Mini_Solo:CheckWeapon] 找到武器了") - HasWeapon = true; - HasWeaponCount = HasWeaponCount + 1; - else - -- 检查是否有其他武器 - table.insert(RemoveTypes, { - DefineID = Weapon:GetItemDefineID(), - Count = 1; - }); - end - end - end - end - end - -- 有的话就移除 - if not table.isEmpty(RemoveTypes) then - local BackpackComp = UGCBackPackSystem.GetBackpackComponent(Pawn); - for j = 1, #RemoveTypes do - local Item = RemoveTypes[j]; - UGCLogSystem.Log("[Mini_Solo:CheckWeapon] 移除别的武器:%d", Item.DefineID.TypeSpecificID); - BackpackComp:DropItem(Item.DefineID, Item.Count, EBattleItemDropReason.Force); - end - end - - if not HasWeapon then - UGCLogSystem.Log("[Mini_Solo:CheckWeapon] 没有武器,给他加上") - -- 给玩家添加上去 - self:PlayerAddWeapon(self.CurrWeaponItem[Pawn.PlayerKey]) - -- 然后过一段时间补满子弹 - ItemTool.FillAllWeaponBullets(Pawn); - end -end - --- 玩家添加武器到备选列表 function Mini_Solo:PlayerAddWeapon(PlayerKey, Weapon) local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey); @@ -2065,16 +1988,14 @@ function Mini_Solo:SelectMode(InPlayerKey, InModeType) -- 检查是否跟玩家数量不一样 if #self.PlayerSelectModes == table.getCount(UGCGameSystem.GetAllPlayerController(false)) then if self.PlayerSelectModes[1] == self.PlayerSelectModes[2] and self.PlayerSelectModes[1] ~= GameModeConfig.EGameModeType.DefaultMode then - UGCLogSystem.Log("[Mini_Solo:SelectMode] 同步 Mode") - self.ModeType = self.PlayerSelectModes[1]; - GlobalModeType = self.ModeType; + self.ModeType = self.PlayerSelectModes[1]; self:DOREPONCE("ModeType"); self:ResetMiniGameTimes(); -- 拿到之前的武器,并赋值 for i, PC in pairs(UGCGameSystem.GetAllPlayerController(false)) do - if ArchiveTable[PC.PlayerKey].LastWeapons then - self.CurrWeaponItem[PC.PlayerKey] = ArchiveTable[PC.PlayerKey].LastWeapons; + if ArchiveTable[PC.PlayerKey].LastWeapon then + self.CurrWeaponItem[PC.PlayerKey] = ArchiveTable[PC.PlayerKey].LastWeapon; end end @@ -2104,9 +2025,7 @@ end Mini_Solo.PlayerSelectedWeapons = {}; ----@deprecated function Mini_Solo:PlayerSelectWeapon(PlayerKey, WeaponID) - if self.ModeType == GameModeConfig.EGameModeType.DefaultMode then return ; end -- 给玩家添加上去 self.CurrWeaponItem[PlayerKey] = WeaponID; if self.PlayerSelectedWeapons[PlayerKey] == nil then self.PlayerSelectedWeapons[PlayerKey] = {}; end @@ -2118,15 +2037,6 @@ function Mini_Solo:PlayerSelectWeapon(PlayerKey, WeaponID) ArchiveTable[PlayerKey].LastWeapon = WeaponID; end ---- 玩家选择多个武器 -function Mini_Solo:PlayerSelectWeapons(PlayerKey, Weapons) - -- 进行保存 - if self.CurrWeaponItem[PlayerKey] == nil then self.CurrWeaponItem[PlayerKey] = {}; end - self.CurrWeaponItem[PlayerKey] = Weapons; - -- 玩家添加两把武器 - -end - Mini_Solo.AlreadyPlayers = {}; function Mini_Solo:OnPlayerAlready(PlayerKey) @@ -2152,7 +2062,7 @@ function Mini_Solo:ShowRankInheritanceUI() if ArchiveTable[LocalPlayerKey].IsNewSeason then -- 读取之前数据 local Seasons = ArchiveTable[LocalPlayerKey].Seasons - if table.isEmpty(Seasons) then return ; end + if table.isEmpty(Seasons) then return; end UGCLogSystem.LogTree(string.format("[Mini_Solo:ShowRankInheritanceUI] Seasons ="), Seasons) -- 获取上一赛季 local LastSeason, LastRankScore = -1, 0; @@ -2171,8 +2081,8 @@ function Mini_Solo:ShowRankInheritanceUI() end function Mini_Solo:Test_Season(PlayerKey) - ArchiveTable[PlayerKey].Score = 3500; - ArchiveTable[PlayerKey].Seasons = { + ArchiveTable[PlayerKey].Score = 3500; + ArchiveTable[PlayerKey].Seasons = { [0] = { 0, { 2521, 0, }, @@ -2181,7 +2091,7 @@ function Mini_Solo:Test_Season(PlayerKey) }, } ArchiveTable[PlayerKey].CurSeason = 1; - + end return Mini_Solo; diff --git a/SoloKing/Script/Global/Table/WeaponTable.lua b/SoloKing/Script/Global/Table/WeaponTable.lua index d001772c..8d6aaedc 100644 --- a/SoloKing/Script/Global/Table/WeaponTable.lua +++ b/SoloKing/Script/Global/Table/WeaponTable.lua @@ -1958,4 +1958,4 @@ function GetWeaponIdsByType(InTypes) return Ret; end -GetWeaponIdTable(); +GetWeaponIdTable(); \ No newline at end of file diff --git a/SoloKing/Script/Global/Tool/ItemTool.lua b/SoloKing/Script/Global/Tool/ItemTool.lua index 6c1ea0b0..582c4a5f 100644 --- a/SoloKing/Script/Global/Tool/ItemTool.lua +++ b/SoloKing/Script/Global/Tool/ItemTool.lua @@ -87,6 +87,100 @@ function ItemTool.GetPlayerFirstWeapon(InPawn, IsForce) return nil; end +---@param InPawn UGCPlayerPawn_C 玩家 +---@param IsForce bool 是否强制要删除一个武器,默认是第一把武器 +function ItemTool.DropCurrentWeapon(InPawn, IsForce) + if not UE.IsValid(InPawn) then return end + local Weapon = ItemTool.GetPlayerFirstWeapon(InPawn, IsForce); + if not UE.IsValid(Weapon) then return end + local WeaponId = Weapon:GetWeaponItemID(); + local Parts = ItemTool.GetWeaponParts(Weapon) + if not table.isEmpty(Parts) then + for i, v in pairs(Parts) do + UGCBackPackSystem.DropItem(InPawn, v, 1, true); + end + end + UGCBackPackSystem.DropItem(InPawn, WeaponId, 1, true); + ItemTool.DropBullets(InPawn, WeaponId) +end + +function ItemTool.DropBullets(InPawn, InWeaponId) + local AllItems = UGCBackPackSystem.GetAllItemData(InPawn) + local AmmoType = WeaponAmmoIdMap[InWeaponId]; + for i, v in pairs(AllItems) do + if AmmoType == v.ItemID then + UGCBackPackSystem.DropItem(InPawn, v.ItemID, v.Count, true); + end + end +end + +---@param InPawn UGCPlayerPawn_C +function ItemTool.DropMeleeWeapon(InPawn, IsAll) + local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, ESurviveWeaponPropSlot.SWPS_MeleeWeapon) + if not UE.IsValid(Weapon) then return end + UGCBackPackSystem.DropItem(InPawn, Weapon:GetWeaponItemID(), 1, true); + if not IsAll then return end + -- 掉落 + local AllItems = UGCBackPackSystem.GetAllItemData(InPawn) + if table.isEmpty(AllItems) then return end + for i, v in pairs(AllItems) do + if GetWeaponIdType(v.ItemID) then UGCBackPackSystem.DropItem(InPawn, v.ItemID, v.Count, true); end + end +end + +---@param InPawn UGCPlayerPawn_C +---@param InWeaponId int32 +function ItemTool.ReplaceSameTypeWeapon(InPawn, InWeaponId) + UGCPawnSystem.LeavePawnState(InPawn, EPawnState.GunReload); + local NextWeaponIdType = GetWeaponIdType(InWeaponId) + for i, v in pairs(ShootWeaponEnums) do + local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v); + if UE.IsValid(Weapon) then + local WeaponId = Weapon:GetWeaponID() + local IdType = GetWeaponIdType(WeaponId); + if NextWeaponIdType == IdType then + ItemTool.ClearWeapon(InPawn, Weapon); + ItemTool.AddWeaponItem(InPawn, InWeaponId, 1, true, InPawn:GetInfiniteType()) + return + end + end + end +end + +---@param InPawn UGCPlayerPawn_C 玩家 +---@param InWeaponId int32 武器 ID +---@param IsDestroy bool 是否销毁 +---@param bPart bool 是否要移除配件 +function ItemTool.DropWeaponById(InPawn, InWeaponId, IsDestroy, bPart, all) + -- 检查是否有配件,如果有配件,也一并掉到地上 + local Weapons = ItemTool.GetWeaponsById(InPawn, InWeaponId); + for i, Weapon in pairs(Weapons) do + if UE.IsValid(Weapon) then + ItemTool.DropWeaponByWeapon(Weapon, IsDestroy, bPart); + if not all then return ; end + end + end +end + +--- 掉落武器和配件 +---@param InWeapon ASTExtraWeapon +---@param IsDestroy bool +---@param bPart bool +function ItemTool.DropWeaponByWeapon(InWeapon, IsDestroy, bPart) + local Pawn = InWeapon:GetOwnerPawn(); + if not UE.IsValid(Pawn) then return ; end + local Id = InWeapon:GetWeaponItemID(); + local Parts = ItemTool.GetWeaponParts(InWeapon); + if table.isEmpty(Parts) or not bPart then + UGCBackPackSystem.DropItem(Pawn, Id, 1, IsDestroy); + return ; + end + for i, v in pairs(Parts) do + UGCBackPackSystem.DropItem(Pawn, v, 1, IsDestroy); + end + UGCBackPackSystem.DropItem(Pawn, Id, 1, IsDestroy); +end + ---@param InPawn UGCPlayerPawn_C 玩家 ---@param InWeaponId int32 武器 ID ---@return ASTExtraShootWeapon* 射击武器 @@ -111,21 +205,67 @@ end function ItemTool.AddWeaponItem(InPawn, InWeaponId, InCount, bAppend, FillBulletType) if not UE.IsValid(InPawn) then return end local bHadAdd = false; - local Times = 10; - repeat - bHadAdd = UGCBackPackSystem.AddItem(InPawn, InWeaponId, InCount) - Times = Times - 1; - until bHadAdd or Times <= 0; - + repeat bHadAdd = UGCBackPackSystem.AddItem(InPawn, InWeaponId, InCount) until bHadAdd; local Weapon = ItemTool.GetLastWeapon(InPawn, InWeaponId); if not bAppend then return Weapon end ItemTool.AddWeaponParts(InPawn, InWeaponId, bAppend); if FillBulletType ~= nil then - ItemTool.SetWeaponInfinite(InPawn, Weapon, FillBulletType, true); + ItemTool.SetWeaponInfinite(InPawn, Weapon, InPawn:GetInfiniteType(), true); end return Weapon; end +--- 替换当前的武器 +---@param InPawn UGCPlayerPawn_C 玩家 +---@param InWeaponId int32 武器 ID +function ItemTool.ReplaceCurrentWeapon(InPawn, InWeaponId) + UGCPawnSystem.LeavePawnState(InPawn, EPawnState.GunReload); + ItemTool.DropCurrentWeapon(InPawn, true); + ItemTool.DropMeleeWeapon(InPawn, true); + UGCLogSystem.Log("[ItemTool.ReplaceCurrentWeapon] 执行 InWeaponId = %s", tostring(InWeaponId)); + ItemTool.AddWeaponItem(InPawn, InWeaponId, 1, true, InPawn:GetInfiniteType()); +end + +---100000 - 199999 武器 +---200000 - 299999 配件 +---300000 - 399999 子弹 +---400000 - 499999 衣服 +---500000 - 599999 背包 / 护甲 / 头盔等 +---600000 - 699999 补给品、投掷物等 +---700000 - 799999 降落伞 +---800000 - 899999 头盔、护甲皮肤 +--- >= 8300000 自定义物品 +--- 清除玩家身上所有的武器和配件 +---@param InPawn UGCPlayerPawn_C 玩家 +---@param bWeapon bool 是否移除武器 +---@param bPart bool 是否移除配件 +---@param bCustomItem bool 是否移除自定义物品 +---@param bRecruit bool 是否移除补给品 +function ItemTool.ClearAllWeaponsAndProp(InPawn, bWeapon, bPart, bBullet, bCustomItem, bRecruit) + local AllItem = UGCBackPackSystem.GetAllItemData(InPawn); + local func = function(v) + if v == nil then return true end + return v + end + bWeapon = func(bWeapon); + bPart = func(bPart); + bBullet = func(bBullet); + bCustomItem = func(bCustomItem); + bRecruit = func(bRecruit); + if AllItem then + for Index, Item in pairs(AllItem) do + if (bWeapon and Item.ItemID >= 100000 and Item.ItemID < 200000) -- 武器 + or (bPart and Item.ItemID >= 200000 and Item.ItemID < 300000) -- 配件 + or (bBullet and Item.ItemID >= 300000 and Item.ItemID < 400000) -- 子弹等 + or (bCustomItem and Item.ItemID >= 8300000) -- 自定义的东西 + or (bRecruit and Item.ItemID > 500000 and Item.ItemID < 700000) -- 补给品 + then + UGCBackPackSystem.DropItem(InPawn, Item.ItemID, Item.Count, true) + end + end + end +end + --- 移除玩家身上所有的武器 ---@param InPawn UGCPlayerPawn_C function ItemTool.ClearAllWeapon(InPawn) @@ -137,6 +277,19 @@ function ItemTool.ClearAllWeapon(InPawn) end end +--- 清除玩家手里的武器,如果 bHandTo1 表示如果手里没武器,那么清空第一把主武器 +---@param InPawn UGCPlayerPawn_C +---@param bHandTo1 bool 是否当玩家手里没武器的时候清空第一把武器? +function ItemTool.ClearCurrentWeapon(InPawn, bHandTo1) + local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(InPawn) + if Weapon == nil and bHandTo1 then + Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, ESurviveWeaponPropSlot.SWPS_MainShootWeapon1); + if Weapon == nil then return end + end + + ItemTool.ClearWeapon(InPawn, Weapon); +end + ---@param Weapon ASTExtraWeapon ---@param InPawn UGCPlayerPawn_C ---@return table @@ -158,6 +311,10 @@ function ItemTool.GetWeaponPartsDefineIDs(InPawn, Weapon) return InstanceIds, CustomList; end +function ItemTool.ClearWeaponById(InPawn, InWeaponId) + +end + ---@param Weapon ASTExtraWeapon ---@param InPawn UGCPlayerPawn_C function ItemTool.ClearWeapon(InPawn, Weapon) @@ -213,6 +370,15 @@ function ItemTool.GetWeaponParts(InWeapon) return Table; end +--- 获取最合适的武器配件 +function ItemTool.GetNearlyWeaponParts(ItemId, PlayerKey) + if ArchiveTable[PlayerKey] and ArchiveTable[PlayerKey].Weapons and ArchiveTable[PlayerKey].Weapons[ItemId] then + return ArchiveTable[PlayerKey].Weapons[ItemId]; + end + if WeaponSuits[ItemId] and WeaponSuits[ItemId][EWeaponPartType.Best] then return WeaponSuits[ItemId][EWeaponPartType.Best][1] end + return nil; +end + --- 是否是射击枪械类 ---@param InWeapon ASTExtraWeapon 武器 ---@return bool 是否是射击枪械类 @@ -221,6 +387,23 @@ function ItemTool.IsShootWeapon(InWeapon) return UE.IsA(InWeapon, UGCGameSystem.GameState:GetShootWeaponClass()); end +---@param InPawn UGCPlayerPawn_C 玩家 +---@param IsAll bool 是否所有武器都需要 Reload,如果不是,默认手中拿的或者第一把枪 +function ItemTool.Reload(InPawn, IsAll) + if UGCGameSystem.IsServer() then + for i, v in pairs(ShootWeaponEnums) do + local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v); + if UE.IsValid(Weapon) and ItemTool.IsShootWeapon(Weapon) then + Weapon:StartReload(); + if not IsAll then return end + end + end + else + local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(InPawn) + if UE.IsValid(Weapon) and ItemTool.IsShootWeapon(Weapon) then Weapon:Reload(); end + end +end + ---@param InPawn UGCPlayerPawn_C ---@param InFunc fun(Weapon:ASTExtraWeapon) function ItemTool.ForeachWeapon(InPawn, InFunc) @@ -259,7 +442,7 @@ function ItemTool.AddItem(InPawn, InItemId, InCount, ...) BackpackComponent:PickupItem(ItemDefineID, ItemInfo, EBattleItemPickupReason.Initial) local Params = { ... }; - if table.isEmpty(Params) then return ; end + if table.isEmpty(Params) then return; end -- 添加配件,验证是否有配件 local FillBulletType = nil; if WeaponSuits[InItemId] ~= nil then @@ -557,11 +740,11 @@ end function ItemTool.AddRangeItems(InPawn, Begin, End) for i = Begin, End do if UGCItemSystem.IsUGCItem(i) then - local Times = 10; - local bSuccess = false; + local Times = 10; + local bSucces = false; repeat - bSuccess = UGCBackPackSystem.AddItem(InPawn, i, 1); - until bSuccess or Times <= 0; + bSucces = UGCBackPackSystem.AddItem(InPawn, i, 1); + until bSucces or Times <= 0; end end end @@ -598,71 +781,3 @@ function ItemTool.GetCurrWeaponPartList(Pawn) local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(Pawn); return ItemTool.GetWeaponPartList(Weapon); end - ---- 武器明确指定使用这些配件 ----@param InWeapon ASTExtraShootWeapon ----@param Parts table -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 diff --git a/SoloKing/Script/Global/Tool/TableTool.lua b/SoloKing/Script/Global/Tool/TableTool.lua index 2a24fac2..105fc68b 100644 --- a/SoloKing/Script/Global/Tool/TableTool.lua +++ b/SoloKing/Script/Global/Tool/TableTool.lua @@ -101,7 +101,7 @@ end function table.addTableNum(t, k, v, l) t[k] = t[k] == nil and v or t[k] + v; if l == nil then return t[k]; end - + if v < 0 then if t[k] < l then t[k] = l; end else @@ -331,7 +331,7 @@ end -- 输出打印table表 函数 function table.printTable(...) local args = { ... } - + local function table2String(temp, stack, t, depth) stack:push(t) if type(depth) == "number" then @@ -362,14 +362,14 @@ function table.printTable(...) end stack:pop() end - + for k, v in pairs(args) do local root = v if type(root) == "table" then local temp = { "------------------------ printTable start ------------------------\n", "local tableValue" .. " = {\n" } local stack = newStack() - + table2String(temp, stack, root) table.insert(temp, "}\n------------------------- printTable end -------------------------") logPrint(table.concat(temp)) @@ -378,14 +378,4 @@ function table.printTable(...) "\n------------------------ printString end -------------------------") end end -end - -function table.print_G() - for i, v in pairs(_G) do - if string.find(i, "Lobby") ~= 0 then - if type(v) == 'table' then - --UGCLogSystem.LogTree(string.format("[WB_GameEnd:print_G] _G.%s = ", i), v); - end - end - end end \ No newline at end of file diff --git a/SoloKing/Script/Global/Tool/UETool.lua b/SoloKing/Script/Global/Tool/UETool.lua index 7ed44b31..51645c55 100644 --- a/SoloKing/Script/Global/Tool/UETool.lua +++ b/SoloKing/Script/Global/Tool/UETool.lua @@ -766,6 +766,11 @@ function UE.RespawnAllPlayer(InTime) end end +-- 防止鞭尸 +function UE.ClearWeapons(InPawn) + ItemTool.ClearAllWeapon(InPawn); +end + function UE.HasPlayer(InPlayerKey) return UE.GetAccountInfo(InPlayerKey) ~= nil; end @@ -859,8 +864,4 @@ function UE.OnCloseDS() --忽略DS链接报错 if BattleResult then BattleResult.IgnoreDSError = true; end -end - -function UE.GetLocalPawn() - return UGCGameSystem.GetPlayerPawnByPlayerKey(LocalPlayerKey); -end +end \ No newline at end of file diff --git a/SoloKing/Script/Global/WidgetManager/WidgetConfig.lua b/SoloKing/Script/Global/WidgetManager/WidgetConfig.lua index 0e47782a..c87b6ce0 100644 --- a/SoloKing/Script/Global/WidgetManager/WidgetConfig.lua +++ b/SoloKing/Script/Global/WidgetManager/WidgetConfig.lua @@ -13,6 +13,7 @@ WidgetConfig.EUIType = { AllWeapon_Spectator = 9, CustomSelectWeapon = 10, + --ShowCustomSelectWeaponBtn = 11, GameRecord = 12, ShowRankInheritance = 13, RankingListBtn = 14, @@ -21,7 +22,6 @@ WidgetConfig.EUIType = { TipSlidingTackle = 1002, SelectWeaponNew = 1003, SecondaryConfirmation = 1004, - WeaponConfiguration = 1005, } if not UE_SERVER then @@ -201,7 +201,7 @@ if not UE_SERVER then Layer = WidgetConfig.EUILayerGroup.Medium, }, [WidgetConfig.EUIType.SelectWeaponNew] = { - Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/WB_CustomWeapon_New.WB_CustomWeapon_New_C'), + Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/WB_CustomWeapon.WB_CustomWeapon_C'), -- 是否仅显示一次 bShowOnce = false, Layer = WidgetConfig.EUILayerGroup.MainUI, @@ -244,15 +244,6 @@ if not UE_SERVER then bShowOnce = false, Layer = WidgetConfig.EUILayerGroup.High, }, - - [WidgetConfig.EUIType.WeaponConfiguration] = { - Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/WeaponConfiguration/WB_WeaponConfiguration.WB_WeaponConfiguration_C'), - -- 是否仅显示一次 - bShowOnce = false, - Layer = WidgetConfig.EUILayerGroup.High, - }, - - } end diff --git a/SoloKing/Script/UGCLayout_BP.lua b/SoloKing/Script/UGCLayout_BP.lua index f13cf18b..0a809147 100644 --- a/SoloKing/Script/UGCLayout_BP.lua +++ b/SoloKing/Script/UGCLayout_BP.lua @@ -9,6 +9,7 @@ ---@field HorizontalBox_10 UHorizontalBox ---@field HorizontalBox_EnemyKill UHorizontalBox ---@field HorizontalBox_Kill UHorizontalBox +---@field Image_13 UImage ---@field Image_CD UImage ---@field Image_LeftHead UImage ---@field Image_LeftSide_ScoreBG UImage @@ -20,6 +21,7 @@ ---@field Image_RightSide_ScoreBG2 UImage ---@field Image_RightSide_SlotBG UImage ---@field Image_RightSideKillBar UImage +---@field TextBlock_0 UTextBlock ---@field TextBlock_9 UTextBlock ---@field TextBlock_10 UTextBlock ---@field TextBlock_11 UTextBlock @@ -30,8 +32,10 @@ ---@field TextBlock_LeftSide_Total_Num UTextBlock ---@field TextBlock_Right UTextBlock ---@field TextBlock_RightSide_Total_Num UTextBlock +---@field WidgetSwitcher_ChangeShovel UWidgetSwitcher ---@field WidgetSwitcher_LeftSide_ScoreBG UWidgetSwitcher ---@field WidgetSwitcher_RightSide_ScoreBG UWidgetSwitcher +---@field WidgetSwitcher_Select UWidgetSwitcher --Edit Below-- local UGCLayout_BP = { bInitDoOnce = false } diff --git a/SoloKing/Script/UI/GameEnd/WB_GameEnd.lua b/SoloKing/Script/UI/GameEnd/WB_GameEnd.lua index babfad8f..6edae417 100644 --- a/SoloKing/Script/UI/GameEnd/WB_GameEnd.lua +++ b/SoloKing/Script/UI/GameEnd/WB_GameEnd.lua @@ -109,6 +109,7 @@ function WB_GameEnd:LuaInit() --self.WB_RankingListBtn:SetVisibility(ESlateVisibility.Visible); end --self.WB_RankingListBtn:LuaInit(); + UITool.BindButtonClicked(self.Button_367, self.OnClickSelectMode, self) end function WB_GameEnd:OnClickSelectMode() diff --git a/SoloKing/Script/UI/InTest/WB_InTest_Side.lua b/SoloKing/Script/UI/InTest/WB_InTest_Side.lua index 9aba7923..19f63387 100644 --- a/SoloKing/Script/UI/InTest/WB_InTest_Side.lua +++ b/SoloKing/Script/UI/InTest/WB_InTest_Side.lua @@ -15,6 +15,9 @@ local TestMap = { --{ Func = function() WB_InTest_Side:SendMiniRPC("Test_SetScore2000", LocalPlayerKey) end, Text = "测试设置2500分", }, --{ Func = function() WB_InTest_Side:SendMiniRPC("Test_AddRank500", LocalPlayerKey) end, Text = "添加500分", }, --{ Func = function() WB_InTest_Side:SendMiniRPC("Test_ReduceRank500", LocalPlayerKey) end, Text = "减少500分", }, + --{ Func = function() WB_InTest_Side:SendMiniRPC("Test_ClearHistory", LocalPlayerKey) end, Text = "清除战绩", }, + { Func = function() WB_InTest_Side:SendMiniRPC("Test_HandleArchiveTable", LocalPlayerKey) end, Text = "重置存档", }, + --{ Func = function() WB_InTest_Side:SendMiniRPC("Test_RemovePart", LocalPlayerKey, 4) end, Text = "重置存档", }, }; function WB_InTest_Side:LuaInit() diff --git a/SoloKing/Script/UI/SelectWeapons/WB_CustomWeapon.lua b/SoloKing/Script/UI/SelectWeapons/WB_CustomWeapon.lua index b25b0645..2be52949 100644 --- a/SoloKing/Script/UI/SelectWeapons/WB_CustomWeapon.lua +++ b/SoloKing/Script/UI/SelectWeapons/WB_CustomWeapon.lua @@ -5,7 +5,6 @@ ---@field NewButton_Select UNewButton ---@field UniformGridPanel_SelectWeapon UUniformGridPanel ---@field VerticalBox_WeaponSocket UVerticalBox ----@field WB_PID UWB_PID_C --Edit Below-- ---@type WB_CustomWeapon_C local WB_CustomWeapon = { @@ -245,7 +244,6 @@ end WB_CustomWeapon.LastSelectWeapon = 0; ----@deprecated function WB_CustomWeapon:ClickSelectWeapon() local WeaponID = self.WeaponSocketItems[1]:GetWeaponID() if self.LastSelectWeapon ~= WeaponID then diff --git a/SoloKing/Script/UI/SelectWeapons/WB_CustomWeapon_New.lua b/SoloKing/Script/UI/SelectWeapons/WB_CustomWeapon_New.lua index 2fa90bb7..8d1cadf0 100644 --- a/SoloKing/Script/UI/SelectWeapons/WB_CustomWeapon_New.lua +++ b/SoloKing/Script/UI/SelectWeapons/WB_CustomWeapon_New.lua @@ -1,5 +1,4 @@ ----@class WB_CustomWeapon_New_C:UUserWidget ----@field Button_SelectParts UButton +---@class WB_CustomWeapon_C:UUserWidget ---@field HorizontalBox_WeaponType UHorizontalBox ---@field NewButton_Close UNewButton ---@field NewButton_Reset UNewButton @@ -8,283 +7,278 @@ ---@field VerticalBox_WeaponSocket UVerticalBox --Edit Below-- local WB_CustomWeapon_New = { - bInitDoOnce = false; - WeaponComb = {}; -- {WeaponID1, WeaponID2 - SelectSaveWeaponItemCol = 4; - WeaponSocketItems = {}; - IsChange = false; + bInitDoOnce = false; + WeaponComb = {}; -- {WeaponID1, WeaponID2 + SelectSaveWeaponItemCol = 4; + WeaponSocketItems = {}; + IsChange = false; } + function WB_CustomWeapon_New:Construct() - self:LuaInit() + self:LuaInit() end function WB_CustomWeapon_New:LuaInit() - if self.bInitDoOnce then - return ; - end - self.bInitDoOnce = true; + if self.bInitDoOnce then + return; + end + self.bInitDoOnce = true; - UGCLogSystem.Log("[WB_CustomWeapon_LuaInit]") + UGCLogSystem.Log("[WB_CustomWeapon_LuaInit]") - -- 按键初始化 - WidgetLibrary.BindButtonClicked(self.NewButton_Reset, self.ResetWeaponComb, self) - WidgetLibrary.BindButtonClicked(self.NewButton_Save, self.SaveWeaponComb, self) - WidgetLibrary.BindButtonClicked(self.NewButton_Close, self.ClickClose, self) - UITool.BindButtonClicked(self.Button_SelectParts, self.OnClickSetParts, self) + -- 按键初始化 + WidgetLibrary.BindButtonClicked(self.NewButton_Reset, self.ResetWeaponComb, self) + WidgetLibrary.BindButtonClicked(self.NewButton_Save, self.SaveWeaponComb, self) + WidgetLibrary.BindButtonClicked(self.NewButton_Close, self.ClickClose, self) - -- 初始化Item - self:InitItem() - UGCLogSystem.Log("[WB_CustomWeapon_LuaInit] Finish") + -- 初始化Item + self:InitItem() + UGCLogSystem.Log("[WB_CustomWeapon_LuaInit] Finish") end function WB_CustomWeapon_New:OnShowPanel(ProgrammeIndex) - UGCLogSystem.Log("[WB_CustomWeapon_OnShowPanel]") - -- 设置配置索引 - self:SetProgrammeIndex(ProgrammeIndex) - UGCLogSystem.Log("[WB_CustomWeapon_OnShowPanel] Finish") + UGCLogSystem.Log("[WB_CustomWeapon_OnShowPanel]") + -- 设置配置索引 + self:SetProgrammeIndex(ProgrammeIndex) + UGCLogSystem.Log("[WB_CustomWeapon_OnShowPanel] Finish") end function WB_CustomWeapon_New:InitItem() - local LocalPC = UGCSystemLibrary.GetLocalPlayerController() + local LocalPC = UGCSystemLibrary.GetLocalPlayerController() - -- 武器类型中最大可选择的的武器数量 - local MaxSelectItemCount = 0 + -- 武器类型中最大可选择的的武器数量 + local MaxSelectItemCount = 0 - -- 武器类型选择的Item在水平框中的对齐方式 - local WeaponTypeSlateChildSize = UE.CreateStruct("SlateChildSize"); - WeaponTypeSlateChildSize.SizeRule = ESlateSizeRule.Fill + -- 武器类型选择的Item在水平框中的对齐方式 + local WeaponTypeSlateChildSize = UE.CreateStruct("SlateChildSize"); + WeaponTypeSlateChildSize.SizeRule = ESlateSizeRule.Fill - for i, v in pairs(WeaponSelectionCombinationConfig.PlayerCustomWeapon) do - -- 设置一下最大的选择武器Item数量 - MaxSelectItemCount = math.max(MaxSelectItemCount, #v.WeaponIDs) - -- 加载图片 - for _, WeaponID in pairs(v.WeaponIDs) do - -- 加载剪影 - MyWeaponSystem.AsyncLoadItemWhiteIconToBrush(WeaponID) - -- 加载大图 - MyWeaponSystem.AsyncLoadItemBigIconToBrush(WeaponID) - end - -- 初始化武器类型 - local WeaponTypeItem = nil - if self.HorizontalBox_WeaponType:GetChildrenCount() < i then - WeaponTypeItem = UserWidget.NewWidgetObjectBP(LocalPC, self:GetWeaponTypeItemClass()); - self.HorizontalBox_WeaponType:AddChild(WeaponTypeItem) - -- 设置对齐方式 - local TargetHorizontalBoxSlot = WidgetLayoutLibrary.SlotAsHorizontalBoxSlot(WeaponTypeItem) - TargetHorizontalBoxSlot:SetSize(WeaponTypeSlateChildSize) - else - WeaponTypeItem = self.HorizontalBox_WeaponType:GetChildAt(i - 1) - end - WeaponTypeItem:SetIndex(i) - WeaponTypeItem:BindClickSelect(self.SelectWeaponType, self) - end + for i, v in pairs(WeaponSelectionCombinationConfig.PlayerCustomWeapon) do + -- 设置一下最大的选择武器Item数量 + MaxSelectItemCount = math.max(MaxSelectItemCount, #v.WeaponIDs) + -- 加载图片 + for _, WeaponID in pairs(v.WeaponIDs) do + -- 加载剪影 + MyWeaponSystem.AsyncLoadItemWhiteIconToBrush(WeaponID) + -- 加载大图 + MyWeaponSystem.AsyncLoadItemBigIconToBrush(WeaponID) + end + -- 初始化武器类型 + local WeaponTypeItem = nil + if self.HorizontalBox_WeaponType:GetChildrenCount() < i then + WeaponTypeItem = UserWidget.NewWidgetObjectBP(LocalPC, self:GetWeaponTypeItemClass()); + self.HorizontalBox_WeaponType:AddChild(WeaponTypeItem) + -- 设置对齐方式 + local TargetHorizontalBoxSlot = WidgetLayoutLibrary.SlotAsHorizontalBoxSlot(WeaponTypeItem) + TargetHorizontalBoxSlot:SetSize(WeaponTypeSlateChildSize) + else + WeaponTypeItem = self.HorizontalBox_WeaponType:GetChildAt(i - 1) + end + WeaponTypeItem:SetIndex(i) + WeaponTypeItem:BindClickSelect(self.SelectWeaponType, self) + end - -- 初始化武器槽UI - for i = 1, self.VerticalBox_WeaponSocket:GetChildrenCount() do - local Item = self.VerticalBox_WeaponSocket:GetChildAt(i - 1) - self.WeaponSocketItems[i] = Item - Item:SetIndex(i) - Item:BindClickSelect(self.SelectWeaponSocket, self) - end - -- 初始化武器选择Item - for i = 1, MaxSelectItemCount do - local Item = nil; - if self.UniformGridPanel_SelectWeapon:GetChildrenCount() < i then - Item = UserWidget.NewWidgetObjectBP(LocalPC, self:GetSelectSaveWeaponItemClass()); - self.UniformGridPanel_SelectWeapon:AddChild(Item) - local TargetUniformGridSlot = WidgetLayoutLibrary.SlotAsUniformGridSlot(Item) - -- 居中 - TargetUniformGridSlot:SetVerticalAlignment(EVerticalAlignment.VAlign_Center) - TargetUniformGridSlot:SetHorizontalAlignment(EHorizontalAlignment.HAlign_Center) - -- 设置索引 - TargetUniformGridSlot:SetColumn((i - 1) % self.SelectSaveWeaponItemCol) - TargetUniformGridSlot:SetRow((i - 1) // self.SelectSaveWeaponItemCol) - else - Item = self.UniformGridPanel_SelectWeapon:GetChildAt(i - 1) - Item:SetVisibility(ESlateVisibility.HitTestInvisible) - end - Item:SetIndex(i) - Item:BindClickSelect(self.ClickSelectSaveWeapon, self) - end - UGCLogSystem.Log("[WB_CustomWeapon_InitItem] Finish") + -- 初始化武器槽UI + for i = 1, self.VerticalBox_WeaponSocket:GetChildrenCount() do + local Item = self.VerticalBox_WeaponSocket:GetChildAt(i - 1) + self.WeaponSocketItems[i] = Item + Item:SetIndex(i) + Item:BindClickSelect(self.SelectWeaponSocket, self) + end + -- 初始化武器选择Item + for i = 1, MaxSelectItemCount do + local Item = nil; + if self.UniformGridPanel_SelectWeapon:GetChildrenCount() < i then + Item = UserWidget.NewWidgetObjectBP(LocalPC, self:GetSelectSaveWeaponItemClass()); + self.UniformGridPanel_SelectWeapon:AddChild(Item) + local TargetUniformGridSlot = WidgetLayoutLibrary.SlotAsUniformGridSlot(Item) + -- 居中 + TargetUniformGridSlot:SetVerticalAlignment(EVerticalAlignment.VAlign_Center) + TargetUniformGridSlot:SetHorizontalAlignment(EHorizontalAlignment.HAlign_Center) + -- 设置索引 + TargetUniformGridSlot:SetColumn((i - 1) % self.SelectSaveWeaponItemCol) + TargetUniformGridSlot:SetRow((i - 1) // self.SelectSaveWeaponItemCol) + else + Item = self.UniformGridPanel_SelectWeapon:GetChildAt(i - 1) + Item:SetVisibility(ESlateVisibility.HitTestInvisible) + end + Item:SetIndex(i) + Item:BindClickSelect(self.ClickSelectSaveWeapon, self) + end + UGCLogSystem.Log("[WB_CustomWeapon_InitItem] Finish") end + function WB_CustomWeapon_New:GetSelectSaveWeaponItemClass() - if self.SelectSaveWeaponClass == nil then - self.SelectSaveWeaponClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/SaveCustomWeaponItem/WB_SelectSaveWeapon.WB_SelectSaveWeapon_C')) - end - return self.SelectSaveWeaponClass + if self.SelectSaveWeaponClass == nil then + self.SelectSaveWeaponClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/SaveCustomWeaponItem/WB_SelectSaveWeapon.WB_SelectSaveWeapon_C')) + end + return self.SelectSaveWeaponClass end function WB_CustomWeapon_New:GetWeaponTypeItemClass() - if self.WeaponTypeItemClass == nil then - self.WeaponTypeItemClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/SaveCustomWeaponItem/WB_WeaponType.WB_WeaponType_C')) - end - return self.WeaponTypeItemClass + if self.WeaponTypeItemClass == nil then + self.WeaponTypeItemClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/SaveCustomWeaponItem/WB_WeaponType.WB_WeaponType_C')) + end + return self.WeaponTypeItemClass end --- 设置配置ID function WB_CustomWeapon_New:SetProgrammeIndex(InProgrammeIndex) - self.ProgrammeIndex = InProgrammeIndex - -- 在这里修改 这里获取存档中双武器配置 结构为 CombinationType为 {[CombinationType] = {[组合索引] = {WeaponID1, WeaponID2 },}, } - -- local SavedWeaponComb = ArchiveDataConfig.GetPlayerArchiveDataFromType(UGCSystemLibrary.GetLocalPlayerKey(), ArchiveDataConfig.EArchiveType.WeaponCombs) - local SavedWeaponComb = nil + self.ProgrammeIndex = InProgrammeIndex + -- 在这里修改 这里获取存档中双武器配置 结构为 CombinationType为 {[CombinationType] = {[组合索引] = {WeaponID1, WeaponID2 },}, } + -- local SavedWeaponComb = ArchiveDataConfig.GetPlayerArchiveDataFromType(UGCSystemLibrary.GetLocalPlayerKey(), ArchiveDataConfig.EArchiveType.WeaponCombs) + local SavedWeaponComb = nil - if SavedWeaponComb and SavedWeaponComb[self.ProgrammeIndex] then - self.WeaponComb = SavedWeaponComb[self.ProgrammeIndex] - else - local CombinationList = WeaponSelectionCombinationConfig.WeaponCombinationList.Weapon - if CombinationList and CombinationList[self.ProgrammeIndex] then - self.WeaponComb = CombinationList[self.ProgrammeIndex] - end - end - for i = #self.WeaponComb, 1, -1 do - self:SetSelectWeapon(i, self.WeaponComb[i], (i == 1)) - end + if SavedWeaponComb and SavedWeaponComb[self.ProgrammeIndex] then + self.WeaponComb = SavedWeaponComb[self.ProgrammeIndex] + else + local CombinationList = WeaponSelectionCombinationConfig.WeaponCombinationList.Weapon + if CombinationList and CombinationList[self.ProgrammeIndex] then + self.WeaponComb = CombinationList[self.ProgrammeIndex] + end + end + for i = #self.WeaponComb, 1, -1 do + self:SetSelectWeapon(i, self.WeaponComb[i], (i == 1)) + end end --- 点击选择插槽 function WB_CustomWeapon_New:SelectWeaponSocket(Index) - if self.SelectWeaponSocketID ~= Index then - self.SelectWeaponSocketID = Index - local WeaponSocketItem = self.WeaponSocketItems[self.SelectWeaponSocketID] - if WeaponSocketItem then - self:SetSelectWeapon(self.SelectWeaponSocketID, WeaponSocketItem:GetWeaponID(), true) - end - end + if self.SelectWeaponSocketID ~= Index then + self.SelectWeaponSocketID = Index + local WeaponSocketItem = self.WeaponSocketItems[self.SelectWeaponSocketID] + if WeaponSocketItem then + self:SetSelectWeapon(self.SelectWeaponSocketID, WeaponSocketItem:GetWeaponID(), true) + end + end end --- 点击选择武器类型 function WB_CustomWeapon_New:SelectWeaponType(Index) - if self.WeaponTypeIndex ~= Index then - self.WeaponTypeIndex = Index - for i = 1, self.HorizontalBox_WeaponType:GetChildrenCount() do - local WeaponTypeItem = self.HorizontalBox_WeaponType:GetChildAt(i - 1) - WeaponTypeItem:SetSelect(i == self.WeaponTypeIndex) - end - local CustomWeaponInfo = WeaponSelectionCombinationConfig.PlayerCustomWeapon[self.WeaponTypeIndex] - local SocketWeaponID = -1 - local WeaponSocketItem = self.WeaponSocketItems[self.SelectWeaponSocketID] - if WeaponSocketItem then - SocketWeaponID = WeaponSocketItem:GetWeaponID() - end - if CustomWeaponInfo then - for i = 1, self.UniformGridPanel_SelectWeapon:GetChildrenCount() do - local WeaponID = CustomWeaponInfo.WeaponIDs[i] - local WeaponItem = self.UniformGridPanel_SelectWeapon:GetChildAt(i - 1) - if WeaponID then - WeaponItem:SetWeaponID(WeaponID) - WeaponItem:SetSelect(SocketWeaponID == WeaponID) - WeaponItem:SetVisibility(ESlateVisibility.SelfHitTestInvisible) - else - WeaponItem:SetVisibility(ESlateVisibility.Collapsed) - end - end - end - end + if self.WeaponTypeIndex ~= Index then + self.WeaponTypeIndex = Index + for i = 1, self.HorizontalBox_WeaponType:GetChildrenCount() do + local WeaponTypeItem = self.HorizontalBox_WeaponType:GetChildAt(i - 1) + WeaponTypeItem:SetSelect(i == self.WeaponTypeIndex) + end + local CustomWeaponInfo = WeaponSelectionCombinationConfig.PlayerCustomWeapon[self.WeaponTypeIndex] + local SocketWeaponID = -1 + local WeaponSocketItem = self.WeaponSocketItems[self.SelectWeaponSocketID] + if WeaponSocketItem then + SocketWeaponID = WeaponSocketItem:GetWeaponID() + end + if CustomWeaponInfo then + for i = 1, self.UniformGridPanel_SelectWeapon:GetChildrenCount() do + local WeaponID = CustomWeaponInfo.WeaponIDs[i] + local WeaponItem = self.UniformGridPanel_SelectWeapon:GetChildAt(i - 1) + if WeaponID then + WeaponItem:SetWeaponID(WeaponID) + WeaponItem:SetSelect(SocketWeaponID == WeaponID) + WeaponItem:SetVisibility(ESlateVisibility.SelfHitTestInvisible) + else + WeaponItem:SetVisibility(ESlateVisibility.Collapsed) + end + end + end + end end --- 点击选择武器 function WB_CustomWeapon_New:ClickSelectSaveWeapon(Index) - self.IsChange = true - self:SelectSaveWeapon(Index) + self.IsChange = true + self:SelectSaveWeapon(Index) end function WB_CustomWeapon_New:SelectSaveWeapon(Index) - local WeaponItem = self.UniformGridPanel_SelectWeapon:GetChildAt(Index - 1) - local WeaponID = WeaponItem:GetWeaponID() - for i = 1, self.UniformGridPanel_SelectWeapon:GetChildrenCount() do - local TempWeaponItem = self.UniformGridPanel_SelectWeapon:GetChildAt(i - 1) - TempWeaponItem:SetSelect(Index == i) - end - self:SetSelectWeapon(self.SelectWeaponSocketID, WeaponID, false) + local WeaponItem = self.UniformGridPanel_SelectWeapon:GetChildAt(Index - 1) + local WeaponID = WeaponItem:GetWeaponID() + for i = 1, self.UniformGridPanel_SelectWeapon:GetChildrenCount() do + local TempWeaponItem = self.UniformGridPanel_SelectWeapon:GetChildAt(i - 1) + TempWeaponItem:SetSelect(Index == i) + end + self:SetSelectWeapon(self.SelectWeaponSocketID, WeaponID, false) end + --- 设置插槽内的武器 ---@param SocketID uint 插槽的索引 只有1和2 ---@param bUpdateSelectWeaponBar bool 是否更新武器选择栏 function WB_CustomWeapon_New:SetSelectWeapon(SocketID, WeaponID, bUpdateSelectWeaponBar) - if bUpdateSelectWeaponBar then - self.SelectWeaponSocketID = SocketID - for i, v in pairs(self.WeaponSocketItems) do - v:SetSelect(i == SocketID) - end - -- 获取武器ID类型和索引 - local CustomWeaponTypeIndex = -1 - local CustomWeaponIndex = -1; - for WeaponTypeIndex, v in pairs(WeaponSelectionCombinationConfig.PlayerCustomWeapon) do - -- 加载图片 - for WeaponIndex, TempWeaponID in pairs(v.WeaponIDs) do - if TempWeaponID == WeaponID then - CustomWeaponIndex = WeaponIndex - CustomWeaponTypeIndex = WeaponTypeIndex - end - end - if CustomWeaponTypeIndex > 0 then - break - end - end - -- 更新选择栏 - self:SelectWeaponType(CustomWeaponTypeIndex) - self:SelectSaveWeapon(CustomWeaponIndex) - else - local SocketItem = self.WeaponSocketItems[SocketID] - if SocketItem then - SocketItem:SetWeaponID(WeaponID) - end - end + if bUpdateSelectWeaponBar then + self.SelectWeaponSocketID = SocketID + for i, v in pairs(self.WeaponSocketItems) do + v:SetSelect(i == SocketID) + end + -- 获取武器ID类型和索引 + local CustomWeaponTypeIndex = -1 + local CustomWeaponIndex = -1; + for WeaponTypeIndex, v in pairs(WeaponSelectionCombinationConfig.PlayerCustomWeapon) do + -- 加载图片 + for WeaponIndex, TempWeaponID in pairs(v.WeaponIDs) do + if TempWeaponID == WeaponID then + CustomWeaponIndex = WeaponIndex + CustomWeaponTypeIndex = WeaponTypeIndex + end + end + if CustomWeaponTypeIndex > 0 then + break + end + end + -- 更新选择栏 + self:SelectWeaponType(CustomWeaponTypeIndex) + self:SelectSaveWeapon(CustomWeaponIndex) + else + local SocketItem = self.WeaponSocketItems[SocketID] + if SocketItem then + SocketItem:SetWeaponID(WeaponID) + end + end end + + --- 重置武器配置 function WB_CustomWeapon_New:ResetWeaponComb() - local CombinationList = WeaponSelectionCombinationConfig.Weapon - if CombinationList and CombinationList[self.ProgrammeIndex] then - local Comb = CombinationList[self.ProgrammeIndex] - for i = #Comb, 1, -1 do - self:SetSelectWeapon(i, Comb[i], (i == 1)) - end - end + local CombinationList = WeaponSelectionCombinationConfig.Weapon + if CombinationList and CombinationList[self.ProgrammeIndex] then + local Comb = CombinationList[self.ProgrammeIndex] + for i = #Comb, 1, -1 do + self:SetSelectWeapon(i, Comb[i], (i == 1)) + end + end end function WB_CustomWeapon_New:SaveWeaponComb() - local WeaponComb = {} - local PartsComb = {} - for i, v in pairs(self.WeaponSocketItems) do - WeaponComb[i] = v:GetWeaponID() - -- 传入武器ID,并保存 - PartsComb[v:GetWeaponID()] = v:GetAllParts() - end - UGCLogSystem.LogTree("[WB_CustomWeapon_SaveWeaponComb]WeaponComb:", WeaponComb) - GameState:SendMiniGameRPC("PlayerSelectWeapons", LocalPlayerKey, WeaponComb); - -- 关闭UI - self:CloseSelf() + local WeaponComb = {} + local PartsComb = {} + for i, v in pairs(self.WeaponSocketItems) do + WeaponComb[i] = v:GetWeaponID() + PartsComb[i] = v:GetAllParts() + end + UGCLogSystem.LogTree("[WB_CustomWeapon_SaveWeaponComb]WeaponComb:", WeaponComb) + -- 保存操作 + -- 在这里修改 发送RPC保存武器配件到存档并自动选择对应保存的配置 ProgrammeIndex:配置索引, WeaponComb = {WeaponID1, WeaponID2} ,PartsComb = {[WeaponID1] = {PartID, PartID, PartID, ... }, [WeaponID2] = {}, ...} + -- UGCSendRPCSystem.ActorRPCNotify(nil, UGCGameSystem.GameState, "PlayerCustomWeapon", UGCSystemLibrary.GetLocalPlayerKey(), self.ProgrammeIndex, WeaponComb, PartsComb) + + -- 关闭UI + self:CloseSelf() end function WB_CustomWeapon_New:ClickClose() - if self.IsChange then - local SecondaryConfirmationWidget = WidgetManager:GetPanel(WidgetConfig.EUIType.SecondaryConfirmation) - SecondaryConfirmationWidget:SetTextInfo("该配置还未保存,是否保存后关闭页面?", "关闭", "保存") - SecondaryConfirmationWidget:BindCancellationCallBack(self.CloseSelf, self) - SecondaryConfirmationWidget:BindConfirmCallBack(self.SaveWeaponComb, self) - WidgetManager:ShowPanel(WidgetConfig.EUIType.SecondaryConfirmation, false) - else - self:CloseSelf() - end + if self.IsChange then + local SecondaryConfirmationWidget = WidgetManager:GetPanel(WidgetConfig.EUIType.SecondaryConfirmation) + SecondaryConfirmationWidget:SetTextInfo("该配置还未保存,是否保存后关闭页面?", "关闭", "保存") + SecondaryConfirmationWidget:BindCancellationCallBack(self.CloseSelf, self) + SecondaryConfirmationWidget:BindConfirmCallBack(self.SaveWeaponComb, self) + WidgetManager:ShowPanel(WidgetConfig.EUIType.SecondaryConfirmation, false) + else + self:CloseSelf() + end end function WB_CustomWeapon_New:CloseSelf() - WidgetManager:ClosePanel(WidgetConfig.EUIType.CustomSelectWeapon) - self.IsChange = false -end - ---- 拿到当前点击的武器ID -function WB_CustomWeapon_New:OnClickSetParts() - local WeaponSocketItem = self.WeaponSocketItems[self.SelectWeaponSocketID or 1]; - if WeaponSocketItem then - local WeaponID = WeaponSocketItem:GetWeaponID() - if WeaponID then - WidgetManager:ShowPanel(WidgetConfig.EUIType.WeaponConfiguration, true, WeaponID); - end - end + WidgetManager:ClosePanel(WidgetConfig.EUIType.CustomSelectWeapon) + self.IsChange = false end diff --git a/SoloKing/Script/UI/SelectWeapons/WB_ReselectWeaponBtn.lua b/SoloKing/Script/UI/SelectWeapons/WB_ReselectWeaponBtn.lua index 01b6617a..1aa78023 100644 --- a/SoloKing/Script/UI/SelectWeapons/WB_ReselectWeaponBtn.lua +++ b/SoloKing/Script/UI/SelectWeapons/WB_ReselectWeaponBtn.lua @@ -1,8 +1,6 @@ ---@class WB_ReselectWeaponBtn_C:UUserWidget ---@field Button_ReselectWeapon UButton ---@field Image_CD UImage ----@field Image_CD_ClassicMode UImage ----@field WidgetSwitcher_ClassicMode UWidgetSwitcher --Edit Below-- ---@type WB_ReselectWeaponBtn_C local WB_ReselectWeaponBtn = { @@ -17,10 +15,6 @@ function WB_ReselectWeaponBtn:LuaInit() self.bInitDoOnce = true; UITool.BindButtonClicked(self.Button_ReselectWeapon, self.ClickBtn, self) - - -- 在这里修改 检查一下这里判断模式的方式是否正确 - UGCEventSystem.AddListener(EventTypes.UpdateModeType, self.SetIsGangUpMode, self); - self:SetIsGangUpMode(GlobalModeType) end function WB_ReselectWeaponBtn:OnTick() @@ -50,6 +44,7 @@ end function WB_ReselectWeaponBtn:CloseBtn() self.bIsShowing = false self:SetVisibility(ESlateVisibility.Collapsed); + --WidgetManager:ClosePanel(WidgetConfig.EUIType.ShowCustomSelectWeaponBtn) end function WB_ReselectWeaponBtn:UpdateCooling() @@ -61,24 +56,12 @@ function WB_ReselectWeaponBtn:UpdateCooling() local Material = self.Image_CD:GetDynamicMaterial(); local Percent = 1 - (NowTime - self.StartShowTime) / self.ShowTime Material:SetScalarParameterValue("Mask_Percent", Percent); - - local Material_ClassicMode = self.Image_CD_ClassicMode:GetDynamicMaterial(); - local Percent_ClassicMode = 1 - (NowTime - self.StartShowTime) / self.ShowTime - Material_ClassicMode:SetScalarParameterValue("Mask_Percent", Percent_ClassicMode); -- UGCLogSystem.Log("[WB_ReselectWeaponBtn_UpdateCooling] " 1 - (NowTime - self.StartShowTime) / self.ShowTime) end function WB_ReselectWeaponBtn:ClickBtn() self:CloseBtn() - if GlobalModeType == GameModeConfig.EGameModeType.DefaultMode then - WidgetManager:ShowPanel(WidgetConfig.EUIType.WeaponConfiguration) - else - WidgetManager:ShowPanel(WidgetConfig.EUIType.SelectWeaponNew) - end -end - -function WB_ReselectWeaponBtn:SetIsGangUpMode(ModeType) - self.WidgetSwitcher_ClassicMode:SetActiveWidgetIndex(ModeType == GameModeConfig.EGameModeType.DefaultMode and 1 or 0); + WidgetManager:ShowPanel(WidgetConfig.EUIType.SelectWeaponNew) end return WB_ReselectWeaponBtn; \ No newline at end of file diff --git a/SoloKing/Script/UI/WB_Main.lua b/SoloKing/Script/UI/WB_Main.lua index 516c2cec..d8932110 100644 --- a/SoloKing/Script/UI/WB_Main.lua +++ b/SoloKing/Script/UI/WB_Main.lua @@ -10,10 +10,13 @@ ---@field TextBlock_EnemyHP UTextBlock ---@field TextBlock_State UTextBlock ---@field TextBlock_WinnerPlayerName UTextBlock +---@field WB_DamageTextButton UWB_DamageTextButton_C ---@field WB_InTest_Side UWB_InTest_Side_C ---@field WB_PID UWB_PID_C +---@field WB_PlayerInfo_Small UWB_PlayerInfo_Small_C ---@field WB_ReselectWeaponBtn UWB_ReselectWeaponBtn_C ---@field WB_RoundEnd UWB_RoundEnd_C +---@field WB_SelectParts UWB_SelectParts_C ---@field WB_SettingButton UWB_SettingButton_C ---@field WB_Title1_2 UWB_Title1_2_C ---@field WB_Title2_2 UWB_Title2_2_C @@ -71,6 +74,8 @@ function WB_Main:LuaInit() end end, self); + --UITool.ButtonOnClickShowPanel(self.Button_FaceNotice, WidgetConfig.EUIType.FaceNotice, true) + self.WB_SettingButton:LuaInit(); self.WB_PID:LuaInit(); self.WB_Title1_2:LuaInit(); @@ -137,6 +142,23 @@ function WB_Main:OnClickCustomTest() self.IsTestShow = not self.IsTestShow; end +WB_Main.IsShowScore = false; + +function WB_Main:OnShowScore() + -- 如果显示的话 + if self.WB_PlayerInfo_Small:IsVisible() then + self:PlayAnimation(self.ShowScore, 0, 1, EUMGSequencePlayMode.Reverse, 1); + else + self:PlayAnimation(self.ShowScore, 0, 1, EUMGSequencePlayMode.Forward, 1); + -- 过一段时间自动关闭 + UGCEventSystem.SetTimer(self, function() + if self.WB_PlayerInfo_Small:IsVisible() then + self:OnShowScore(); + end + end, 5); + end +end + function WB_Main:OnGameStart() UGCLogSystem.Log("[WB_Main:OnGameStart] 执行") end diff --git a/SoloKing/Script/luahelper.json b/SoloKing/Script/luahelper.json deleted file mode 100644 index 7d7d8bb7..00000000 --- a/SoloKing/Script/luahelper.json +++ /dev/null @@ -1,90 +0,0 @@ -{ - "BaseDir":"./", - "ShowWarnFlag": 1, - "ShareSymbolsFlag": 1, - "ReferMatchPathFlag": 0, - "GvalTipFlag": 1, - "IgnoreFileNameVarFlag": 1, - "ProjectFiles":[ - ], - "IgnoreModules":["hive", "import", - "TssManager", "GameFrontendHUD", "Vector", "Rotator", "bp_lobby", "Vector2D", "bp_global", "bp_authorization", "LobbyENV", - "InGameUIManager", "DSHUD", "Puffer", "BP_Platform", "LobbyG", "BP_MAP_ClubLogo", "BP_ARRAY_ClubLogo", "Instance", - "LinearColor", "LuaDebugHelper", "ScriptHelperServer", "ScriptHelperServer_WorldParallelism", "VSCodeLuaDebug", - "UE", "UAEUserWidget", "LogE", "Tss", "ObjectExtend" ,"UE_BUILD_SHIPPING","ImageManipulator","ImageDownloaderV2","ImageDownloaderV3","ImageEx","SlateBrush", - "DateTime","Timespan","KeepGameLiveInterface","Dolphin","BP_STRUCT_TeamUpFriendInfo","ComplaintFeedbackSummaryNotice","EncryptPakTest","DoReloadLua","LuaMemoryUI","BP_ARRAY_DynamicLevels","BP_ARRAY_lbsranktypetable", - "pakwhitelist","ConfigDownloader","extrapaklistneedmount","BP_ARRAY_Paradise","VideoConfigDownloader","TextBlock" - ], - "IgnoreFileVars": [ - { - "File": "client_entry.lua", - "Vars": ["UE_BUILD_SHIPPING", "Tss"] - } - , - { - "File": "util.lua", - "Vars": ["newestpakslist"] - } - ], - "IgnoreReadFiles": [ - - ], - "IgnoreErrorTypes": [ - 4,6,18 - ], - "IgnoreFileOrFloder": [ - "lobby/on.*lua", - "tests/", - "robot/", - "coverage/" - ], - "IgnoreFileErr": [ - "lobby/gm1.lua", - "common/test.lua", - "Replay/Test.lua", - "test/luaunit.lua", - "improved_ingameui", - "ingame", - "Server", - "vsCodeDebugger", - "delete_lua" - ], - "IgnoreFileErrTypes": [ - { - "File": "gc_control.lua", - "Types": [3] - }, - { - "File": "sandbox.lua", - "Types": [3] - } - ], - "ProtocolVars": [ - - - ], - "AnntotateSets": [ - { - "FuncName": "GetUIObject", - "ParamIndex": 2, - "SplitFlag": 0, - "PrefixStr": "", - "SuffixStr": "" - }, - { - "FuncName": "KismetLibrary.New", - "ParamIndex": 1, - "SplitFlag": 1, - "PrefixStr": "", - "PrefixStrList": ["U", "A", ""], - "SuffixStr": "" - }, - { - "FuncName": "CreateUIWidget", - "ParamIndex": 2, - "SplitFlag": 1, - "PrefixStr": "", - "SuffixStr": "" - } - ] -} \ No newline at end of file diff --git a/SoloKing/SoloKing.ugcproj b/SoloKing/SoloKing.ugcproj index d75cb4fe..c0d0bde4 100644 --- a/SoloKing/SoloKing.ugcproj +++ b/SoloKing/SoloKing.ugcproj @@ -53,13 +53,13 @@ SwitchesInMaps=((Key="r.Mobile.EnableIBL",Value=0),(Key="s.StreamableDelegateLim PlayBindingArray=[] [JobOption] -LastJobId=-1 -LastWindowsJobId=-1 -LastAndroidJobId=-1 -LastIOSJobId=-1 -PakOnly=0 -LastSkipBake=False -LastTargetPlatform=LinuxServer +LastJobId=600043800 +LastWindowsJobId=600026723 +LastAndroidJobId=600026723 +LastIOSJobId=600026723 +PakOnly=1 +LastSkipBake=True +LastTargetPlatform=LinuxServer+WindowsNoEditor+Android_ETC2+IOS+OpenHarmony_ETC2 [UGCUploadOption] PlatformIndex=0 diff --git a/SoloKing/UGCmap.umap b/SoloKing/UGCmap.umap index b58fbf9d..2a37f8a9 100644 Binary files a/SoloKing/UGCmap.umap and b/SoloKing/UGCmap.umap differ