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a/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Arts_UI/UIBP/UGC_RankingList_ItemGet_UIBP.uasset b/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Arts_UI/UIBP/UGC_RankingList_ItemGet_UIBP.uasset index 23db18c5..5b792575 100644 Binary files a/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Arts_UI/UIBP/UGC_RankingList_ItemGet_UIBP.uasset and b/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Arts_UI/UIBP/UGC_RankingList_ItemGet_UIBP.uasset differ diff --git a/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Arts_UI/UIBP/UGC_RankingList_Main_UIBP.uasset b/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Arts_UI/UIBP/UGC_RankingList_Main_UIBP.uasset index d103e7f0..a9f3e132 100644 Binary files a/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Arts_UI/UIBP/UGC_RankingList_Main_UIBP.uasset and 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a/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Blueprint/RankingListComponent.uasset and b/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Blueprint/RankingListComponent.uasset differ diff --git a/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Blueprint/WBP_RankingListBtn.uasset b/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Blueprint/WBP_RankingListBtn.uasset index 0ad97189..eefe0340 100644 Binary files a/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Blueprint/WBP_RankingListBtn.uasset and b/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Blueprint/WBP_RankingListBtn.uasset differ diff --git a/SoloKing/Script/Blueprint/UGCGameState.lua b/SoloKing/Script/Blueprint/UGCGameState.lua index eb66c421..aa9d477f 100644 --- a/SoloKing/Script/Blueprint/UGCGameState.lua +++ b/SoloKing/Script/Blueprint/UGCGameState.lua @@ -27,6 +27,9 @@ 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) @@ -274,7 +277,6 @@ 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 diff --git a/SoloKing/Script/Blueprint/UGCPlayerController.lua b/SoloKing/Script/Blueprint/UGCPlayerController.lua index 41678a58..b39af52c 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); @@ -106,7 +106,6 @@ function UGCPlayerController:OnRespawnPawn() else 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) @@ -140,7 +139,7 @@ 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 +155,7 @@ 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 +301,18 @@ 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 +342,7 @@ 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 +369,7 @@ 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 @@ -403,4 +402,69 @@ 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 then + -- 说明对了 + end + end +end + return UGCPlayerController; \ No newline at end of file diff --git a/SoloKing/Script/GameAttribute/game_attribute_type.lua b/SoloKing/Script/GameAttribute/game_attribute_type.lua new file mode 100644 index 00000000..095f0d90 --- /dev/null +++ b/SoloKing/Script/GameAttribute/game_attribute_type.lua @@ -0,0 +1,91 @@ + +-- auto exported game_attributes +-- including native attributes and custom attributes + + +---@enum UGCNativeGameAttributeType +UGCNativeGameAttributeType = { + --Character [血量-Health], + Character_Health = 'Health', + --Character [最大血量-HealthMax], + Character_HealthMax = 'HealthMax', + --Character [技能急速-SkillCDRecoverRate], + Character_SkillCDRecoverRate = 'SkillCDRecoverRate', + --Character [无描述-SignalHP], + Character_SignalHP = 'SignalHP', + --Character [当前能量值-EnergyCurrent], + Character_EnergyCurrent = 'Energy|EnergyCurrent', + --Character [UGC移动速度倍率-UGCGeneralMoveSpeedScale], + Character_UGCGeneralMoveSpeedScale = 'UGCGeneralMoveSpeedScale', + +--------------------------------------------------------- + + --Weapon [换弹时间影响因子-ReloadTimeFactorWrapper], + Weapon_ReloadTimeFactorWrapper = 'ReloadTimeFactorWrapper', + --Weapon [切枪时间影响因子-SwitchTimeFactorWrapper], + Weapon_SwitchTimeFactorWrapper = 'SwitchTimeFactorWrapper', + --Weapon [攻击间隔影响因子-ShootIntervalFactorWrapper], + Weapon_ShootIntervalFactorWrapper = 'ShootIntervalFactorWrapper', + --Weapon [后坐力影响因子-RecoilFactorWrapper], + Weapon_RecoilFactorWrapper = 'RecoilFactorWrapper', + --Weapon [散布影响因子-DeviationFactorWrapper], + Weapon_DeviationFactorWrapper = 'DeviationFactorWrapper', + --Weapon [子弹基础伤害-BaseImpactDamageWrapper], + Weapon_BaseImpactDamageWrapper = 'BaseImpactDamageWrapper', + --Weapon [子弹基础伤害-MinimumImpactDamageWrapper], + Weapon_MinimumImpactDamageWrapper = 'MinimumImpactDamageWrapper', + --Weapon [子弹飞行速度-BulletFireSpeedWrapper], + Weapon_BulletFireSpeedWrapper = 'BulletFireSpeedWrapper', + --Weapon [最大射程-BulletRangeWrapper], + Weapon_BulletRangeWrapper = 'BulletRangeWrapper', + --Weapon [一次拉栓子弹装填数量-MaxBulletNumInBarrelWrapper], + Weapon_MaxBulletNumInBarrelWrapper = 'MaxBulletNumInBarrelWrapper', + --Weapon [弹匣容量-MaxBulletNumInOneClipWrapper], + Weapon_MaxBulletNumInOneClipWrapper = 'MaxBulletNumInOneClipWrapper', + --Weapon [全自动射击间隔-AutoShootIntervalWrapper], + Weapon_AutoShootIntervalWrapper = 'AutoShootIntervalWrapper', + --Weapon [连发射击间隔-BurstShootCDWrapper], + Weapon_BurstShootCDWrapper = 'BurstShootCDWrapper', + --Weapon [连发数量-BurstShootBulletsNumWrapper], + Weapon_BurstShootBulletsNumWrapper = 'BurstShootBulletsNumWrapper', + --Weapon [连发子弹间隔-BurstShootIntervalWrapper], + Weapon_BurstShootIntervalWrapper = 'BurstShootIntervalWrapper', +}; + +UGCNativeGameAttributeTypeCommentMap = { + +--------------------------------------------------------- + + ['Health'] = 'Character [血量-Health]', + ['HealthMax'] = 'Character [最大血量-HealthMax]', + ['SkillCDRecoverRate'] = 'Character [技能急速-SkillCDRecoverRate]', + ['SignalHP'] = 'Character [无描述-SignalHP]', + ['Energy|EnergyCurrent'] = 'Character [当前能量值-EnergyCurrent]', + ['UGCGeneralMoveSpeedScale'] = 'Character [UGC移动速度倍率-UGCGeneralMoveSpeedScale]', + +--------------------------------------------------------- + + ['ReloadTimeFactorWrapper'] = 'Weapon [换弹时间影响因子-ReloadTimeFactorWrapper]', + ['SwitchTimeFactorWrapper'] = 'Weapon [切枪时间影响因子-SwitchTimeFactorWrapper]', + ['ShootIntervalFactorWrapper'] = 'Weapon [攻击间隔影响因子-ShootIntervalFactorWrapper]', + ['RecoilFactorWrapper'] = 'Weapon [后坐力影响因子-RecoilFactorWrapper]', + ['DeviationFactorWrapper'] = 'Weapon [散布影响因子-DeviationFactorWrapper]', + ['BaseImpactDamageWrapper'] = 'Weapon [子弹基础伤害-BaseImpactDamageWrapper]', + ['MinimumImpactDamageWrapper'] = 'Weapon [子弹基础伤害-MinimumImpactDamageWrapper]', + ['BulletFireSpeedWrapper'] = 'Weapon [子弹飞行速度-BulletFireSpeedWrapper]', + ['BulletRangeWrapper'] = 'Weapon [最大射程-BulletRangeWrapper]', + ['MaxBulletNumInBarrelWrapper'] = 'Weapon [一次拉栓子弹装填数量-MaxBulletNumInBarrelWrapper]', + ['MaxBulletNumInOneClipWrapper'] = 'Weapon [弹匣容量-MaxBulletNumInOneClipWrapper]', + ['AutoShootIntervalWrapper'] = 'Weapon [全自动射击间隔-AutoShootIntervalWrapper]', + ['BurstShootCDWrapper'] = 'Weapon [连发射击间隔-BurstShootCDWrapper]', + ['BurstShootBulletsNumWrapper'] = 'Weapon [连发数量-BurstShootBulletsNumWrapper]', + ['BurstShootIntervalWrapper'] = 'Weapon [连发子弹间隔-BurstShootIntervalWrapper]', +}; + +---@enum UGCCustomGameAttributeType +UGCCustomGameAttributeType = { +}; + +UGCCustomGameAttributeTypeCommentMap = { +}; + diff --git a/SoloKing/Script/Global/Draw/DrawManager.lua b/SoloKing/Script/Global/Draw/DrawManager.lua new file mode 100644 index 00000000..2afabb18 --- /dev/null +++ b/SoloKing/Script/Global/Draw/DrawManager.lua @@ -0,0 +1,13 @@ +--- +---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 c212b7d2..b2cde4ee 100644 --- a/SoloKing/Script/Global/Mini/MiniGameConfig.lua +++ b/SoloKing/Script/Global/Mini/MiniGameConfig.lua @@ -48,12 +48,12 @@ MiniGameConfig = MiniGameConfig or { MapName = { ['Map_SLXLC'] = 1, ['Map_SMDJ'] = 1, - ['Map_HDDJ'] = 1, - ['Map_JCK'] = 1, - ['Map_DBL'] = 1, - ['Map_SCL'] = 1, - ['Map_NewYear'] = 2, - ['Map_DC'] = 2, + ['Map_HDDJ'] = 2, + ['Map_JCK'] = 2, + ['Map_DBL'] = 2, + ['Map_SCL'] = 2, + --['Map_NewYear'] = 2, + --['Map_DC'] = 2, }, ShowName = "单挑王", -- 显示名称 }, diff --git a/SoloKing/Script/Global/Mini/Script/Mini_Solo.lua b/SoloKing/Script/Global/Mini/Script/Mini_Solo.lua index 097c958d..2b8bd8bf 100644 --- a/SoloKing/Script/Global/Mini/Script/Mini_Solo.lua +++ b/SoloKing/Script/Global/Mini/Script/Mini_Solo.lua @@ -941,13 +941,8 @@ function Mini_Solo:OnPostPlayerRank(PlayerKey, IsWin) UGCLogSystem.Log("[Mini_Solo:OnPostPlayerRank] Player:%s 积分:%s 技术分:%s", UE.GetPlayerName(PlayerKey), tostring(ArchiveTable[PlayerKey].Score), tostring(ArchiveTable[PlayerKey].Score)); end -Mini_Solo.bIsFormalMode = nil; - function Mini_Solo:IsFormalMode() - if self.bIsFormalMode == nil then - self.bIsFormalMode = self.ModeType == GameModeConfig.EGameModeType.DefaultMode and table.getCount(UE.GetAccountInfo()) > 1; - end - return self.bIsFormalMode; + return self.ModeType == GameModeConfig.EGameModeType.DefaultMode and table.getCount(UE.GetAccountInfo()) > 1 end --- 小游戏结束 @@ -1166,7 +1161,6 @@ 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); @@ -1993,17 +1987,18 @@ 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]; 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].LastWeapon then self.CurrWeaponItem[PC.PlayerKey] = ArchiveTable[PC.PlayerKey].LastWeapon; end end - + if self.CurrTimeCount ~= nil and self.CurrTimeCount > self.SelectMapTime then UGCLogSystem.Log("[Mini_Solo:SelectMode] self.CurrTimeCount = %s", tostring(self.CurrTimeCount)); MiniManager:UpdateInternalCount(GameStateTimes.GangUp.SelectMapTime); @@ -2031,6 +2026,9 @@ end Mini_Solo.PlayerSelectedWeapons = {}; function Mini_Solo:PlayerSelectWeapon(PlayerKey, WeaponID) + --if self. then + -- + --end -- 给玩家添加上去 self.CurrWeaponItem[PlayerKey] = WeaponID; if self.PlayerSelectedWeapons[PlayerKey] == nil then self.PlayerSelectedWeapons[PlayerKey] = {}; end @@ -2042,6 +2040,10 @@ function Mini_Solo:PlayerSelectWeapon(PlayerKey, WeaponID) ArchiveTable[PlayerKey].LastWeapon = WeaponID; end +function Mini_Solo:PlayerSelectWeapons(PlayerKey, Weapons, Parts) + +end + Mini_Solo.AlreadyPlayers = {}; function Mini_Solo:OnPlayerAlready(PlayerKey) diff --git a/SoloKing/Script/Global/Tool/TableTool.lua b/SoloKing/Script/Global/Tool/TableTool.lua index 105fc68b..69114fe6 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)) @@ -378,4 +378,14 @@ 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:LuaInit] _G.%s = ", i), v); + end + end + 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 c87b6ce0..330e9528 100644 --- a/SoloKing/Script/Global/WidgetManager/WidgetConfig.lua +++ b/SoloKing/Script/Global/WidgetManager/WidgetConfig.lua @@ -13,7 +13,6 @@ WidgetConfig.EUIType = { AllWeapon_Spectator = 9, CustomSelectWeapon = 10, - --ShowCustomSelectWeaponBtn = 11, GameRecord = 12, ShowRankInheritance = 13, RankingListBtn = 14, @@ -201,7 +200,7 @@ if not UE_SERVER then Layer = WidgetConfig.EUILayerGroup.Medium, }, [WidgetConfig.EUIType.SelectWeaponNew] = { - Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/WB_CustomWeapon.WB_CustomWeapon_C'), + Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/WB_CustomWeapon_New.WB_CustomWeapon_New_C'), -- 是否仅显示一次 bShowOnce = false, Layer = WidgetConfig.EUILayerGroup.MainUI, diff --git a/SoloKing/Script/UI/GameEnd/WB_GameEnd.lua b/SoloKing/Script/UI/GameEnd/WB_GameEnd.lua index 650e8053..babfad8f 100644 --- a/SoloKing/Script/UI/GameEnd/WB_GameEnd.lua +++ b/SoloKing/Script/UI/GameEnd/WB_GameEnd.lua @@ -111,6 +111,12 @@ function WB_GameEnd:LuaInit() --self.WB_RankingListBtn:LuaInit(); end +function WB_GameEnd:OnClickSelectMode() + UGCMultiMode.RequestMatch(1002, function(Success) + UGCLogSystem.Log("[WB_GameEnd:OnClickSelectMode] Success = %s", tostring(Success)); + end, self) +end + function WB_GameEnd:ReturnToLobby() UE.ReturnToLobby(); end diff --git a/SoloKing/Script/UI/SelectWeapons/WB_CustomWeapon_New.lua b/SoloKing/Script/UI/SelectWeapons/WB_CustomWeapon_New.lua index 8d1cadf0..1cc5c87d 100644 --- a/SoloKing/Script/UI/SelectWeapons/WB_CustomWeapon_New.lua +++ b/SoloKing/Script/UI/SelectWeapons/WB_CustomWeapon_New.lua @@ -7,278 +7,274 @@ ---@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) + -- 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() - 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() + 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) + -- 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) + GameState:SendMiniGameRPC("PlayerSelectWeapons", LocalPlayerKey, 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 + 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 1aa78023..4dea4717 100644 --- a/SoloKing/Script/UI/SelectWeapons/WB_ReselectWeaponBtn.lua +++ b/SoloKing/Script/UI/SelectWeapons/WB_ReselectWeaponBtn.lua @@ -44,7 +44,6 @@ end function WB_ReselectWeaponBtn:CloseBtn() self.bIsShowing = false self:SetVisibility(ESlateVisibility.Collapsed); - --WidgetManager:ClosePanel(WidgetConfig.EUIType.ShowCustomSelectWeaponBtn) end function WB_ReselectWeaponBtn:UpdateCooling() diff --git a/SoloKing/Script/UI/WB_Main.lua b/SoloKing/Script/UI/WB_Main.lua index d8932110..e810518b 100644 --- a/SoloKing/Script/UI/WB_Main.lua +++ b/SoloKing/Script/UI/WB_Main.lua @@ -13,7 +13,6 @@ ---@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 @@ -142,23 +141,6 @@ 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/SoloKing.ugcproj b/SoloKing/SoloKing.ugcproj index 573536dc..d75cb4fe 100644 --- a/SoloKing/SoloKing.ugcproj +++ b/SoloKing/SoloKing.ugcproj @@ -7,7 +7,7 @@ ProjectShortPath=/SoloKing/ StartMapName=/SoloKing/UGCmap MapMode=0 bIsBigWorld=0 -Version=1.29.13.13030 +Version=1.30.21.13232 UpdateVersion=5 GameModePath=/SoloKing/Asset/Blueprint/UGCGameMode.UGCGameMode_C DefaultLevelDirectorPath=/Asset/Blueprint/UGCLevelDirector.UGCLevelDirector_C @@ -36,8 +36,10 @@ RankDensity=100 BeyondRankTime=2 BeyondRankNum=12 TeamScoreCalculation=0 -bUseMultiModeMatchSetting=1 +bUseMultiModeMatchSetting=0 MultiModeSettingNum=2 +bIsAllowStageMatching=0 +TeamSettings="{\"TeamSettings\": []}" [MiniMap] ZoomRatios=100 @@ -76,6 +78,8 @@ ModeImage=/SoloKing/Asset/Art/UITexture/Dan/T_Dan_1.T_Dan_1 ModeUnlockConditionDescription= NumberOfTeams=1 TeamPlayers=2 +bIsAllowStageMatching=0 +TeamSettings="{\"TeamSettings\": []}" bEnableChat=1 bEnableRoomChat=1 ChannelName=全部 @@ -106,6 +110,8 @@ ModeImage=/SoloKing/Asset/Art/UITexture/Dan/T_Dan_2.T_Dan_2 ModeUnlockConditionDescription= NumberOfTeams=1 TeamPlayers=1 +bIsAllowStageMatching=0 +TeamSettings="{\"TeamSettings\": []}" bEnableChat=1 bEnableRoomChat=1 ChannelName=全部 diff --git a/SoloKing/UGCmap.umap b/SoloKing/UGCmap.umap index 6579c2f3..b58fbf9d 100644 Binary files a/SoloKing/UGCmap.umap and b/SoloKing/UGCmap.umap differ