无限火力
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@ -7,7 +7,7 @@ ProjectShortPath=/InfFire/
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StartMapName=/InfFire/UGCmap
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MapMode=0
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bIsBigWorld=0
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Version=1.29.13.13030
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Version=1.30.21.13232
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UpdateVersion=5
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GameModePath=/InfFire/Asset/Blueprint/UGCGameMode.UGCGameMode_C
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DefaultLevelDirectorPath=/Asset/Blueprint/UGCLevelDirector.UGCLevelDirector_C
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@ -38,6 +38,8 @@ BeyondRankNum=10
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TeamScoreCalculation=0
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bUseMultiModeMatchSetting=0
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MultiModeSettingNum=0
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bIsAllowStageMatching=0
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TeamSettings="{\"TeamSettings\": []}"
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[MiniMap]
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ZoomRatios=400
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@ -51,13 +53,13 @@ SwitchesInMaps=((Key="r.Mobile.EnableIBL",Value=0),(Key="s.StreamableDelegateLim
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PlayBindingArray=[]
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[JobOption]
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LastJobId=600042509
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LastWindowsJobId=600027738
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LastAndroidJobId=600027735
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LastIOSJobId=600027738
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PakOnly=1
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LastSkipBake=True
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LastTargetPlatform=LinuxServer+WindowsNoEditor+Android_ETC2+IOS+OpenHarmony_ETC2
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LastJobId=-1
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LastWindowsJobId=-1
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LastAndroidJobId=-1
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LastIOSJobId=-1
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PakOnly=0
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LastSkipBake=False
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LastTargetPlatform=LinuxServer
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[UGCUploadOption]
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PlatformIndex=0
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@ -1,36 +0,0 @@
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---@class BP_Machine_BaseItem_C:BP_MachineBase_C
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---@field Capsule UCapsuleComponent
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--Edit Below--
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local BP_MachineBase = require("Script.Blueprint.SceneObj.Machine.BP_MachineBase")
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local BP_Machine_BaseItem = BP_MachineBase:new();
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function BP_Machine_BaseItem:ReceiveBeginPlay()
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self.SuperClass.ReceiveBeginPlay(self);
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self:LuaInit(self.Capsule);
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end
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--[[
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function BP_Machine_BaseItem:ReceiveTick(DeltaTime)
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self.SuperClass.ReceiveTick(self, DeltaTime);
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end
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--]]
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function BP_Machine_BaseItem:ReceiveEndPlay()
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BP_MachineBase = nil;
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self.SuperClass.ReceiveEndPlay(self);
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end
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--[[
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function BP_Machine_BaseItem:GetReplicatedProperties()
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return
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end
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--]]
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--[[
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function BP_Machine_BaseItem:GetAvailableServerRPCs()
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return
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end
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--]]
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return BP_Machine_BaseItem;
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@ -2,6 +2,7 @@
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---@field Capsule UCapsuleComponent
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---@field StaticMesh UStaticMeshComponent
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---@field JumpLength int32
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---@field NewVar_0 bool
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--Edit Below--
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local BP_MachineBase = require("Script.Blueprint.SceneObj.Machine.BP_MachineBase")
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@ -33,12 +33,16 @@ function UGCGameState:ReceiveBeginPlay()
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if MiniGameManager == nil then
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MiniGameManager = require("Script.Blueprint.Mini.MiniGameManager")
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end
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if GlobalBeginTool then GlobalBeginTool:ReceiveBeginPlay(); end
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if GlobalBeginTool then
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GlobalBeginTool:ReceiveBeginPlay();
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end
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table.func(MiniGameManager, "ReceiveBeginPlay", self);
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end
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function UGCGameState:ReceiveTick(DeltaTime)
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if GlobalTickTool then GlobalTickTool:ReceiveTick(DeltaTime, self:GetServerTime()); end
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if GlobalTickTool then
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GlobalTickTool:ReceiveTick(DeltaTime, self:GetServerTime());
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end
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end
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function UGCGameState:ReceiveEndPlay()
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@ -79,7 +83,11 @@ end
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---@param InAccountData table<PlayerAccountInfo>
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function UGCGameState:HandlePlayerDatas(InPlayerKey, InArchiveData, InAccountData, IgnoreList)
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InArchiveData.GameTimes = (InArchiveData.GameTimes or 0) + 1; -- 又多玩了一局游戏
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self.ArchiveTable[InPlayerKey] = InArchiveData;
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self.ArchiveTable[InPlayerKey] = TableHelper.DeepCopy(InArchiveData);
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if ArchiveTable[InPlayerKey] == nil then
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UGCLogSystem.Log("[UGCGameState:HandlePlayerDatas] 执行")
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ArchiveTable[InPlayerKey] = InArchiveData;
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end
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for i, v in pairs(IgnoreList) do
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self.ArchiveTable[InPlayerKey][v] = nil;
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end
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@ -90,12 +98,16 @@ function UGCGameState:HandlePlayerDatas(InPlayerKey, InArchiveData, InAccountDat
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end
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function UGCGameState:OnRep_PlayerKDAs()
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if table.isEmpty(self.PlayerKDAs) then return end
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if table.isEmpty(self.PlayerKDAs) then
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return
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end
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UGCEventSystem.SendEvent(EventTypes.AllPlayerKDAChange, self:HandleAllKDAs());
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end
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function UGCGameState:HandleAllKDAs()
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if table.isEmpty(self.PlayerKDAs) then return; end
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if table.isEmpty(self.PlayerKDAs) then
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return ;
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end
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local AllKDAs = {};
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local Max = 0;
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for PlayerKey, KD in pairs(self.PlayerKDAs) do
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@ -110,7 +122,9 @@ function UGCGameState:HandleAllKDAs()
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if PlayerKey == LocalPlayerKey then
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LocalKillNum = Kill;
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end
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if Max < Kill then Max = Kill; end
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if Max < Kill then
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Max = Kill;
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end
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end
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MaxKillNum = Max;
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table.sort(AllKDAs, function(a, b)
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@ -142,12 +156,13 @@ function UGCGameState:OnRep_ArchiveTable()
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if table.isEmpty(ArchiveTable) then return ; end
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if LocalPlayerKey == nil then return ; end
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if ArchiveTable[LocalPlayerKey] == nil then return ; end
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local GameTimes = ArchiveTable[LocalPlayerKey].GameTimes
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if GameTimes ~= nil and GameTimes <= DefaultSettings.ShowFaceNoticeGameTimes then
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if not DefaultSettings.EnableTest then
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WidgetManager:ShowPanel(WidgetConfig.EUIType.FaceNotice, false);
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end
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end
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--local GameTimes = ArchiveTable[LocalPlayerKey].GameTimes
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--if GameTimes ~= nil and GameTimes <= DefaultSettings.ShowFaceNoticeGameTimes then
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-- if not DefaultSettings.EnableTest then
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-- WidgetManager:ShowPanel(WidgetConfig.EUIType.FaceNotice, false);
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-- end
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--end
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end
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function UGCGameState:OnRep_AccountTable()
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@ -190,13 +205,19 @@ function UGCGameState:LoadMap(MapNameList)
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end
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function UGCGameState:OnRep_LoadMapName()
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if table.isEmpty(self.LoadMapName) then return ; end
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if table.isEmpty(self.LoadMapName) then
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return ;
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end
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UGCLogSystem.LogTree(string.format("[UGCGameState:OnRep_LoadMapName] self.LoadMapName ="), self.LoadMapName);
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local LoadedMaps = {};
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for i, v in pairs(self.LoadMapName) do
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if v.Load then table.insert(LoadedMaps, v.Name); end
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if v.Load then
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table.insert(LoadedMaps, v.Name);
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end
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end
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if table.isEmpty(LoadedMaps) then
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return ;
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end
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if table.isEmpty(LoadedMaps) then return ; end
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UGCEventSystem.SendEvent(EventTypes.OnMapLoaded, LoadedMaps);
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MiniGameManager:OnMapLoadComplete()
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-- 加载小地图
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@ -249,7 +270,9 @@ function UGCGameState:UnloadMap()
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end
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function UGCGameState:OnRep_MapData()
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if table.isEmpty(self.MapData.SelectMapIndex) then return end
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if table.isEmpty(self.MapData.SelectMapIndex) then
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return
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end
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--self:LoadMinimap(self.MapData.SelectMapIndex);
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end
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@ -279,7 +302,9 @@ end
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function UGCGameState:OnMapLoaded()
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--- 加载地图上的东西
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UGCLogSystem.Log("[UGCGameState:OnMapLoaded] 执行")
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UGCEventSystem.SetTimer(self, function() self:PostOnMapLoaded(); end, 2);
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UGCEventSystem.SetTimer(self, function()
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self:PostOnMapLoaded();
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end, 2);
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-- 检测一下是否有默认地图
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MiniGameManager:OnMapLoadComplete();
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for i, v in pairs(self.LoadMapName) do
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@ -393,7 +418,9 @@ UGCGameState.bInitOnce = false;
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UGCGameState.HasPoison = 0;
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function UGCGameState:OnClientAlready()
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if self.bInitOnce then return end
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if self.bInitOnce then
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return
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end
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UGCEventSystem.SendEvent(EventTypes.ClientAlready)
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local ServerTime = self:GetServerTime()
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@ -456,7 +483,9 @@ end
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function UGCGameState:ResetKill()
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-- 重置其他的
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for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do v:ResetGame(); end
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for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do
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v:ResetGame();
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end
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end
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--- 重置游戏
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@ -496,7 +525,9 @@ function UGCGameState:ClearWrappers()
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UE.FindActorsByClass(self:GetWrapperClass(), InTable, function(InIndex, InActor)
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return InActor:GetOwner() == nil;
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end);
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for i, v in pairs(InTable) do v:K2_DestroyActor(); end
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for i, v in pairs(InTable) do
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v:K2_DestroyActor();
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end
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end
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----------------------------------------- 武器 -----------------------------------------
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@ -508,8 +539,12 @@ end
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----------------------------------------- 载具 -----------------------------------------
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--- 清空地面上的载具
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function UGCGameState:ClearVehicles()
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if table.isEmpty(self.Vehicles) then self:FindVehicles(); end
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for i, v in pairs(self.Vehicles) do v:K2_DestroyActor(); end
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if table.isEmpty(self.Vehicles) then
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self:FindVehicles();
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end
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for i, v in pairs(self.Vehicles) do
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v:K2_DestroyActor();
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end
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self.Vehicles = {};
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end
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@ -525,7 +560,9 @@ end
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-- 查找载具
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function UGCGameState:FindVehicles()
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if table.isEmpty(self.Vehicles) then self:LoadVehicles(); end
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if table.isEmpty(self.Vehicles) then
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self:LoadVehicles();
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end
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return self.Vehicles;
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end
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@ -564,7 +601,9 @@ function UGCGameState:SelectMiniType(InMiniType)
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end
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function UGCGameState:OnRep_CurrMiniType()
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if self.CurrMiniType < 0 then return ; end
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if self.CurrMiniType < 0 then
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return ;
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end
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if MiniGameManager ~= nil then
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MiniGameManager:LoadMiniGame(self.CurrMiniType);
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end
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@ -603,7 +642,9 @@ function UGCGameState:SetMiniInfo(InMiniInfo)
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end
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function UGCGameState:OnRep_MiniInfo(InOld)
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if table.isEmpty(self.MiniInfo) then return ; end
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if table.isEmpty(self.MiniInfo) then
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return ;
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end
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-- 发送出去
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UGCLogSystem.LogTree(string.format("[UGCGameState:OnRep_MiniInfo] MiniInfo"), self.MiniInfo)
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if MiniGameManager then
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@ -653,7 +694,9 @@ function UGCGameState:CustomLog(Color, InStr, ...)
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if self.CustomLogList == nil then
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self.CustomLogList = {};
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GlobalTickTool:AddTick(self, function(o, dt, st)
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if table.isEmpty(o.CustomLogList) then return ; end
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if table.isEmpty(o.CustomLogList) then
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return ;
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end
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-- 发送 RPC
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UnrealNetwork.CallUnrealRPC_Multicast(self, "CustomLog", o.CustomLogList);
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o.CustomLogList = {};
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@ -30,7 +30,7 @@ function UGCPlayerState:UpdateWeaponAttachment(Pawn, InWeapon)
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ArchiveTable[self.PlayerKey].Weapons[ItemId] = Parts;
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UGCLogSystem.Log("[UGCPlayerState:UpdateWeaponAttachment] 更新配件");
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-- 直接保存即可(主要是没几把枪)
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UGCPlayerStateSystem.SavePlayerArchiveData(self.UID, ArchiveTable[self.PlayerKey]);
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UGCPlayerStateSystem.SavePlayerArchiveData(AccountTable[self.PlayerKey].UID, ArchiveTable[self.PlayerKey]);
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end
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--function UGCPlayerState:GetReplicatedProperties()
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91
InfFire/Script/GameAttribute/game_attribute_type.lua
Normal file
91
InfFire/Script/GameAttribute/game_attribute_type.lua
Normal file
@ -0,0 +1,91 @@
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-- auto exported game_attributes
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-- including native attributes and custom attributes
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---@enum UGCNativeGameAttributeType
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UGCNativeGameAttributeType = {
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--Character [血量-Health],
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Character_Health = 'Health',
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--Character [最大血量-HealthMax],
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Character_HealthMax = 'HealthMax',
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--Character [技能急速-SkillCDRecoverRate],
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Character_SkillCDRecoverRate = 'SkillCDRecoverRate',
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--Character [无描述-SignalHP],
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Character_SignalHP = 'SignalHP',
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--Character [当前能量值-EnergyCurrent],
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Character_EnergyCurrent = 'Energy|EnergyCurrent',
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--Character [UGC移动速度倍率-UGCGeneralMoveSpeedScale],
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Character_UGCGeneralMoveSpeedScale = 'UGCGeneralMoveSpeedScale',
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---------------------------------------------------------
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--Weapon [换弹时间影响因子-ReloadTimeFactorWrapper],
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Weapon_ReloadTimeFactorWrapper = 'ReloadTimeFactorWrapper',
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--Weapon [切枪时间影响因子-SwitchTimeFactorWrapper],
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Weapon_SwitchTimeFactorWrapper = 'SwitchTimeFactorWrapper',
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--Weapon [攻击间隔影响因子-ShootIntervalFactorWrapper],
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Weapon_ShootIntervalFactorWrapper = 'ShootIntervalFactorWrapper',
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--Weapon [后坐力影响因子-RecoilFactorWrapper],
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Weapon_RecoilFactorWrapper = 'RecoilFactorWrapper',
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--Weapon [散布影响因子-DeviationFactorWrapper],
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Weapon_DeviationFactorWrapper = 'DeviationFactorWrapper',
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--Weapon [子弹基础伤害-BaseImpactDamageWrapper],
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Weapon_BaseImpactDamageWrapper = 'BaseImpactDamageWrapper',
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--Weapon [子弹基础伤害-MinimumImpactDamageWrapper],
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Weapon_MinimumImpactDamageWrapper = 'MinimumImpactDamageWrapper',
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--Weapon [子弹飞行速度-BulletFireSpeedWrapper],
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Weapon_BulletFireSpeedWrapper = 'BulletFireSpeedWrapper',
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--Weapon [最大射程-BulletRangeWrapper],
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Weapon_BulletRangeWrapper = 'BulletRangeWrapper',
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--Weapon [一次拉栓子弹装填数量-MaxBulletNumInBarrelWrapper],
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Weapon_MaxBulletNumInBarrelWrapper = 'MaxBulletNumInBarrelWrapper',
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--Weapon [弹匣容量-MaxBulletNumInOneClipWrapper],
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Weapon_MaxBulletNumInOneClipWrapper = 'MaxBulletNumInOneClipWrapper',
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--Weapon [全自动射击间隔-AutoShootIntervalWrapper],
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Weapon_AutoShootIntervalWrapper = 'AutoShootIntervalWrapper',
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--Weapon [连发射击间隔-BurstShootCDWrapper],
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Weapon_BurstShootCDWrapper = 'BurstShootCDWrapper',
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--Weapon [连发数量-BurstShootBulletsNumWrapper],
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Weapon_BurstShootBulletsNumWrapper = 'BurstShootBulletsNumWrapper',
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--Weapon [连发子弹间隔-BurstShootIntervalWrapper],
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Weapon_BurstShootIntervalWrapper = 'BurstShootIntervalWrapper',
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};
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UGCNativeGameAttributeTypeCommentMap = {
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---------------------------------------------------------
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['Health'] = 'Character [血量-Health]',
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['HealthMax'] = 'Character [最大血量-HealthMax]',
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['SkillCDRecoverRate'] = 'Character [技能急速-SkillCDRecoverRate]',
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['SignalHP'] = 'Character [无描述-SignalHP]',
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['Energy|EnergyCurrent'] = 'Character [当前能量值-EnergyCurrent]',
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['UGCGeneralMoveSpeedScale'] = 'Character [UGC移动速度倍率-UGCGeneralMoveSpeedScale]',
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---------------------------------------------------------
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['ReloadTimeFactorWrapper'] = 'Weapon [换弹时间影响因子-ReloadTimeFactorWrapper]',
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['SwitchTimeFactorWrapper'] = 'Weapon [切枪时间影响因子-SwitchTimeFactorWrapper]',
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['ShootIntervalFactorWrapper'] = 'Weapon [攻击间隔影响因子-ShootIntervalFactorWrapper]',
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['RecoilFactorWrapper'] = 'Weapon [后坐力影响因子-RecoilFactorWrapper]',
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['DeviationFactorWrapper'] = 'Weapon [散布影响因子-DeviationFactorWrapper]',
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['BaseImpactDamageWrapper'] = 'Weapon [子弹基础伤害-BaseImpactDamageWrapper]',
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['MinimumImpactDamageWrapper'] = 'Weapon [子弹基础伤害-MinimumImpactDamageWrapper]',
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['BulletFireSpeedWrapper'] = 'Weapon [子弹飞行速度-BulletFireSpeedWrapper]',
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['BulletRangeWrapper'] = 'Weapon [最大射程-BulletRangeWrapper]',
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['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 = {
|
||||
};
|
||||
|
@ -1,7 +1,7 @@
|
||||
--- 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
|
||||
DefaultSettings.ReturnToLobbyTime = 18;
|
||||
-------------------------------- 玩家装备 --------------------------------
|
||||
---@type table<int32, table<int32, any>>
|
||||
@ -10,7 +10,7 @@ DefaultSettings.EnableAutoPickUp = true; --- 是否开启和平的自动
|
||||
DefaultSettings.EnableDeadBox = true; --- 是否开启掉落盒子
|
||||
DefaultSettings.OpenVault = true; --- 是否开启攀爬
|
||||
DefaultSettings.OpenShovel = true; --- 是否开启滑铲
|
||||
DefaultSettings.ShowFaceNoticeGameTimes = 3; --- 拍脸图在多少局游戏前显示
|
||||
DefaultSettings.ShowFaceNoticeGameTimes = 0; --- 拍脸图在多少局游戏前显示
|
||||
DefaultSettings.ShowFaceNoticeTime = 25;
|
||||
DefaultSettings.EnableHealing = true; --- 是否开启自动回血
|
||||
DefaultSettings.TargetPlayerCount = 12; --- 玩家总数
|
||||
|
@ -224,7 +224,9 @@ function ItemTool.AddWeaponParts(InPawn, Weapon, IsAppend)
|
||||
if not table.isEmpty(TheList) then Items = TheList[1]; end
|
||||
end
|
||||
local ArchiveData = ArchiveTable[InPawn.PlayerKey]
|
||||
UGCLogSystem.LogTree(string.format("[ItemTool.AddWeaponParts] ArchiveData ="), ArchiveData);
|
||||
if ArchiveData ~= nil and ArchiveData.Weapons and ArchiveData.Weapons[WeaponId] then
|
||||
UGCLogSystem.Log("[ItemTool.AddWeaponParts] 开始设置 %d", WeaponId);
|
||||
Items = ArchiveData.Weapons[WeaponId];
|
||||
end
|
||||
if table.isEmpty(Items) then return; end
|
||||
|
@ -102,12 +102,12 @@ if not UE_SERVER then
|
||||
Layer = WidgetConfig.EUILayerGroup.Low,
|
||||
bAddToTouch = true;
|
||||
},
|
||||
[WidgetConfig.EUIType.FaceNotice] = {
|
||||
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/WB_FaceNotice.WB_FaceNotice_C'),
|
||||
-- 是否仅显示一次
|
||||
bShowOnce = false,
|
||||
Layer = WidgetConfig.EUILayerGroup.Medium,
|
||||
},
|
||||
--[WidgetConfig.EUIType.FaceNotice] = {
|
||||
-- Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/WB_FaceNotice.WB_FaceNotice_C'),
|
||||
-- -- 是否仅显示一次
|
||||
-- bShowOnce = false,
|
||||
-- Layer = WidgetConfig.EUILayerGroup.Medium,
|
||||
--},
|
||||
[WidgetConfig.EUIType.GameEnd] = {
|
||||
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/GameEnd/WB_GameEnd.WB_GameEnd_C'),
|
||||
-- 是否仅显示一次
|
||||
|
@ -33,7 +33,7 @@ function WB_Main:Construct()
|
||||
UGCEventSystem.AddListener(EventTypes.MiniStateChange, self.OnMiniStateChange, self)
|
||||
UGCEventSystem.AddListener(EventTypes.UpdateRoundTimes, self.OnUpdateRoundTimes, self)
|
||||
|
||||
UITool.ButtonOnClickShowPanel(self.Button_FaceNotice, WidgetConfig.EUIType.FaceNotice, true);
|
||||
--UITool.ButtonOnClickShowPanel(self.Button_FaceNotice, WidgetConfig.EUIType.FaceNotice, true);
|
||||
UITool.BindButtonClicked(self.Button_Score, self.OnShowScore, self)
|
||||
|
||||
if DefaultSettings.EnableTest then
|
||||
|
@ -22,7 +22,7 @@ function Action_PlayerLogin:Execute(...)
|
||||
|
||||
UGCTeamSystem.ChangePlayerTeamID(self.PlayerKey, Info.TeamID);
|
||||
MiniGameManager:OnPlayerLogin(Info.TeamID, self.PlayerKey);
|
||||
|
||||
UGCLogSystem.Log("[Action_PlayerLogin:Execute] 处理玩家数据")
|
||||
GameState:HandlePlayerDatas(self.PlayerKey, ArchiveData, Info, {
|
||||
"Weapons"
|
||||
});
|
||||
|
Loading…
x
Reference in New Issue
Block a user