This commit is contained in:
lantiannb 2025-02-02 16:26:56 +08:00
parent dba79ac752
commit 848b21b727
94 changed files with 818 additions and 154 deletions

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@ -153,16 +153,20 @@ function UGCSystemLibrary.AsyncLoadAsset(AssetPath, CallBackFunc, Obj, SaveAsset
end end
end end
---@param AssetPath:string --- 通过路径获取DataTable
---@param SaveAsset:bool 是否保存 ---@param DataTablePath string
function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset) ---@param ToNumberKey bool 是否将Key值转化为Number类型再返回
if SaveAsset == nil then SaveAsset = true end function UGCSystemLibrary.GetDataTableFromPath(DataTablePath, ToNumberKey)
if not UE.IsValid(UGCSystemLibrary.CacheAsset[AssetPath]) then local ResDataTable = Gameplay.GetTable(DataTablePath)
local TargetAsset = UE.LoadObject(AssetPath)
if SaveAsset and UE.IsValid(TargetAsset) then UGCSystemLibrary.CacheAsset[AssetPath] = TargetAsset end if ToNumberKey then
return TargetAsset local Res = {}
for i, v in pairs(ResDataTable) do
Res[tonumber(i)] = v
end
return Res
else else
return UGCSystemLibrary.CacheAsset[AssetPath] return ResDataTable
end end
end end

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@ -14,7 +14,7 @@ DefaultLevelDirectorPath=/Asset/Blueprint/UGCLevelDirector.UGCLevelDirector_C
[MatchSetting] [MatchSetting]
NumberOfTeams=2 NumberOfTeams=2
TeamPlayers=4 TeamPlayers=2
bEnableChat=1 bEnableChat=1
bEnableRoomChat=1 bEnableRoomChat=1
ChannelName=全部 ChannelName=全部
@ -53,18 +53,18 @@ SwitchesInMaps=((Key="r.Mobile.EnableIBL",Value=0),(Key="s.StreamableDelegateLim
PlayBindingArray=[] PlayBindingArray=[]
[JobOption] [JobOption]
LastJobId=600043001 LastJobId=-1
LastWindowsJobId=600039234 LastWindowsJobId=-1
LastAndroidJobId=600039234 LastAndroidJobId=-1
LastIOSJobId=600039234 LastIOSJobId=-1
PakOnly=1 PakOnly=0
LastSkipBake=True LastSkipBake=False
LastTargetPlatform=LinuxServer+Android_ETC2 LastTargetPlatform=LinuxServer
[UGCUploadOption] [UGCUploadOption]
PlatformIndex=0 PlatformIndex=0
SkipBake=True SkipBake=True
TargetPlatform=LinuxServer+WindowsNoEditor+Android_ETC2+IOS+OpenHarmony_ETC2 TargetPlatform=LinuxServer+Android_ETC2
[DebugSettings] [DebugSettings]
bRoomOB=0 bRoomOB=0

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@ -153,6 +153,22 @@ function UGCSystemLibrary.AsyncLoadAsset(AssetPath, CallBackFunc, Obj, SaveAsset
end end
end end
--- 通过路径获取DataTable
---@param DataTablePath string
---@param ToNumberKey bool 是否将Key值转化为Number类型再返回
function UGCSystemLibrary.GetDataTableFromPath(DataTablePath, ToNumberKey)
local ResDataTable = Gameplay.GetTable(DataTablePath)
if ToNumberKey then
local Res = {}
for i, v in pairs(ResDataTable) do
Res[tonumber(i)] = v
end
return Res
else
return ResDataTable
end
end
---@param AssetPath:string ---@param AssetPath:string
---@param SaveAsset:bool 是否保存 ---@param SaveAsset:bool 是否保存
function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset) function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset)

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@ -1,20 +1,106 @@
---@class BP_PreViewFXActor_C:AActor ---@class BP_PreViewFXActor_C:AActor
---@field DynamicTextRender UDynamicTextRenderComponent ---@field DynamicTextRender UDynamicTextRenderComponent
---@field DefaultSceneRoot USceneComponent ---@field DefaultSceneRoot USceneComponent
---@field MuzzleParticle UParticleSystem ---@field DefaultFX TMap:TEnumAsByte<EFXType>,UParticleSystem
---@field KillParticle UParticleSystem
---@field BulletParticle UParticleSystem
---@field TailedMuzzle UParticleSystem
---@field HitParticle UParticleSystem
---@field KillParticleOffsetTF FTransform ---@field KillParticleOffsetTF FTransform
--Edit Below-- --Edit Below--
local BP_PreViewFXActor = {} local BP_PreViewFXActor = {
FXTable = {};
FXIDList = {};
OverrideColor = {};
NowFXIndex = {};
}
--[[
function BP_PreViewFXActor:ReceiveBeginPlay() function BP_PreViewFXActor:ReceiveBeginPlay()
BP_PreViewFXActor.SuperClass.ReceiveBeginPlay(self) BP_PreViewFXActor.SuperClass.ReceiveBeginPlay(self)
if UGCGameSystem.IsServer() then
else
--self.DefaultFX = {
-- [EFXType.Muzzle] = self.MuzzleParticle;
-- [EFXType.Kill] = self.KillParticle;
-- [EFXType.Bullet] = self.BulletParticle;
-- [EFXType.MuzzleTailed] = self.TailedMuzzle;
-- [EFXType.Hit] = self.HitParticle;
--}
self:InitFXTable()
end
end
--[[
FFXData
ID int32
FXType EFXType
Rarity int32
Name FString
Desc FString
Particle UParticleSystem
ColorValue float[]
BaseColor FLinearColor
]]
function BP_PreViewFXActor:InitFXTable()
for i, v in pairs(EFXType) do
self.FXIDList[v] = {}
self.NowFXIndex[v] = 0
end
local ReadFXTable = UGCSystemLibrary.GetDataTableFromPath(UGCGameSystem.GetUGCResourcesFullPath('Asset/FX/A_Table/Table_FXData.Table_FXData'))
self.FXTable = table.DeepCopy(ReadFXTable)
for i, v in pairs(self.FXTable) do
UGCLogSystem.Log("[BP_PreViewFXActor_LoadFXTable] Key:%s", tostring(i))
table.insert(self.FXIDList[v.FXType], v.ID)
end
for i, v in pairs(self.FXIDList) do
table.sort(self.FXIDList[i])
end
end
--- 覆盖对应特效的颜色
---@param FXType EFXType
---@param NewColor FLinearColor 为nil则重置为默认颜色
function BP_PreViewFXActor:SetOverrideColor(FXType, NewColor)
---@field SetColorParameter:fun(ParameterName:FName,param:FLinearColor)
---@field SetVectorParameter:fun(ParameterName:FName,param:FVector)
self.OverrideColor[FXType] = NewColor
UGCEventSystem.SendEvent(EventEnum.OverrideFXColor, FXType)
end
function BP_PreViewFXActor:GetParticleColor(FXType)
return self.OverrideColor[FXType]
end
function BP_PreViewFXActor:GetParticleDefaultColor(FXType)
local FXIndex = self:GetNowFXIndex(FXType)
local FXID = self.FXIDList[FXType][FXIndex]
if FXID then
return self.FXTable[FXID].BaseColor
end
return nil
end
function BP_PreViewFXActor:GetNowFXIndex(FXType)
return self.NowFXIndex[FXType]
end
function BP_PreViewFXActor:GetNowFXFromFXType(FXType)
local FXIndex = self:GetNowFXIndex(FXType)
local FXID = self.FXIDList[FXType][FXIndex]
if FXID then
return self.FXTable[FXID].Particle
else
return self.DefaultFX[FXType]
end
end
function BP_PreViewFXActor:SetNextFX(FXType)
if #self.FXIDList[FXType] > 0 then
self.NowFXIndex[FXType] = (self.NowFXIndex[FXType] % #self.FXIDList[FXType]) + 1
UGCEventSystem.SendEvent(EventEnum.ChangeFX, FXType)
end
end end
--]]
--[[ --[[
function BP_PreViewFXActor:ReceiveTick(DeltaTime) function BP_PreViewFXActor:ReceiveTick(DeltaTime)

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@ -27,13 +27,16 @@ end
function UGCGameState:SpawnParticleAtPos(Pos) function UGCGameState:SpawnParticleAtPos(Pos)
local TempPreViewActor = self:GetPreViewFXActor() local TempPreViewActor = self:GetPreViewFXActor()
if UE.IsValid(TempPreViewActor) then if UE.IsValid(TempPreViewActor) then
Pos = { local KillParticle = TempPreViewActor:GetNowFXFromFXType(EFXType.Kill)
X = Pos.X + TempPreViewActor.KillParticleOffsetTF.Translation.X, if UE.IsValid(KillParticle) then
Y = Pos.Y + TempPreViewActor.KillParticleOffsetTF.Translation.Y, Pos = {
Z = Pos.Z + TempPreViewActor.KillParticleOffsetTF.Translation.Z, X = Pos.X + TempPreViewActor.KillParticleOffsetTF.Translation.X,
} Y = Pos.Y + TempPreViewActor.KillParticleOffsetTF.Translation.Y,
local FXScale = {X = TempPreViewActor.KillParticleOffsetTF.Scale3D.X, Y = TempPreViewActor.KillParticleOffsetTF.Scale3D.Y, Z = TempPreViewActor.KillParticleOffsetTF.Scale3D.Z} Z = Pos.Z + TempPreViewActor.KillParticleOffsetTF.Translation.Z,
GameplayStatics.SpawnEmitterAtLocation(self, TempPreViewActor.KillParticle, Pos, {Roll = 0, Pitch = 0, Yaw = 0}, FXScale, true) }
local FXScale = {X = TempPreViewActor.KillParticleOffsetTF.Scale3D.X, Y = TempPreViewActor.KillParticleOffsetTF.Scale3D.Y, Z = TempPreViewActor.KillParticleOffsetTF.Scale3D.Z}
GameplayStatics.SpawnEmitterAtLocation(self, KillParticle, Pos, {Roll = 0, Pitch = 0, Yaw = 0}, FXScale, true)
end
end end
end end

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@ -116,9 +116,10 @@ function UGCPlayerPawn:WeaponAttachEffect(Weapon)
--"RemoteMuzzleFX", --"RemoteMuzzleFX",
--"ScopeMuzzleFX", --"ScopeMuzzleFX",
} }
if UE.IsValid(Effect) and UE.IsValid(TempPreViewActor.MuzzleParticle) then local MuzzleParticle = TempPreViewActor:GetNowFXFromFXType(EFXType.Muzzle)
if UE.IsValid(Effect) and UE.IsValid(MuzzleParticle) then
for i, v in pairs(MuzzleFXParamName) do for i, v in pairs(MuzzleFXParamName) do
Effect[v] = TempPreViewActor.MuzzleParticle Effect[v] = MuzzleParticle
end end
UGCLogSystem.Log("[UGCPlayerPawn_WeaponAttachEffect] Succeed") UGCLogSystem.Log("[UGCPlayerPawn_WeaponAttachEffect] Succeed")
end end
@ -134,17 +135,18 @@ function UGCPlayerPawn:WeaponAttachEffect(Weapon)
-- 枪口拖尾特效 -- 枪口拖尾特效
if UE.IsValid(TempPreViewActor.TailedMuzzle) then local MuzzleTailedParticle = TempPreViewActor:GetNowFXFromFXType(EFXType.MuzzleTailed)
if UE.IsValid(MuzzleTailedParticle) then
UGCLogSystem.Log("[UGCPlayerPawn_WeaponAttachEffect] 11111111111111111111111111") UGCLogSystem.Log("[UGCPlayerPawn_WeaponAttachEffect] 11111111111111111111111111")
if UE.IsValid(SKMesh) then if UE.IsValid(SKMesh) then
UGCLogSystem.Log("[UGCPlayerPawn_WeaponAttachEffect] 22222222222222222222222222222") UGCLogSystem.Log("[UGCPlayerPawn_WeaponAttachEffect] 22222222222222222222222222222")
UGCLogSystem.Log("[UGCPlayerPawn_WeaponAttachEffect] Bind TailedMuzzle") UGCLogSystem.Log("[UGCPlayerPawn_WeaponAttachEffect] Bind TailedMuzzle")
self.BoundOnceEffectWeapons[#self.BoundOnceEffectWeapons + 1] = Weapon self.BoundOnceEffectWeapons[#self.BoundOnceEffectWeapons + 1] = Weapon
GameplayStatics.SpawnEmitterAttached(TempPreViewActor.TailedMuzzle, SKMesh, "MuzzleEffect", {X=0,Y=0,Z=0}, {Roll = 0, Pitch = 0, Yaw = 0}, {X=1,Y=1,Z=1}, EAttachLocation.SnapToTarget, true) GameplayStatics.SpawnEmitterAttached(MuzzleTailedParticle, SKMesh, "MuzzleEffect", {X=0,Y=0,Z=0}, {Roll = 0, Pitch = 0, Yaw = 0}, {X=1,Y=1,Z=1}, EAttachLocation.SnapToTarget, true)
end end
end end
-- 子弹拖尾特效 -- 子弹拖尾特效
if TempPreViewActor.BulletParticle then if TempPreViewActor:GetNowFXFromFXType(EFXType.Bullet) then
Weapon.OnBulletBeforeShootDelegate:Add(self.BindBulletTailFX, self) Weapon.OnBulletBeforeShootDelegate:Add(self.BindBulletTailFX, self)
end end
end end
@ -160,23 +162,11 @@ function UGCPlayerPawn:BindBulletTailFX(Bullet)
local TempPreViewActor = UGCGameSystem.GameState:GetPreViewFXActor() local TempPreViewActor = UGCGameSystem.GameState:GetPreViewFXActor()
if UE.IsValid(TempPreViewActor) then if UE.IsValid(TempPreViewActor) then
if UE.IsValid(Bullet) then if UE.IsValid(Bullet) then
-- GameplayStatics.SpawnEmitterAttached(TempPreViewActor.BulletParticle, Bullet:K2_GetRootComponent(), "", {X=0,Y=0,Z=0}, {Roll = 0, Pitch = 0, Yaw = 0}, {X=1,Y=1,Z=1}, EAttachLocation.SnapToTarget, true)
local BulletTailFXActor = UGCGameSystem.GameState:GetBulletFXActor() local BulletTailFXActor = UGCGameSystem.GameState:GetBulletFXActor()
--BulletTailFXActor.ProjectileMovement.InitialSpeed = InitialSpeed
--BulletTailFXActor.ProjectileMovement.Velocity = VectorHelper.MulNumber(Bullet:GetActorForwardVector(), InitialSpeed)
local InitialSpeed = Bullet:GetMaxBulletFlySpeed() local InitialSpeed = Bullet:GetMaxBulletFlySpeed()
local Velocity = VectorHelper.MulNumber(Bullet:GetActorForwardVector(), InitialSpeed) local Velocity = VectorHelper.MulNumber(Bullet:GetActorForwardVector(), InitialSpeed)
BulletTailFXActor:ActiveFly(Bullet:K2_GetActorRotation(), Bullet:K2_GetActorLocation(), Velocity, TempPreViewActor.BulletParticle) BulletTailFXActor:ActiveFly(Bullet:K2_GetActorRotation(), Bullet:K2_GetActorLocation(), Velocity, TempPreViewActor:GetNowFXFromFXType(EFXType.Bullet))
UGCLogSystem.Log("[UGCPlayerPawn_BindBulletTailFX] InitialSpeed:%s", tostring(InitialSpeed)) UGCLogSystem.Log("[UGCPlayerPawn_BindBulletTailFX] InitialSpeed:%s", tostring(InitialSpeed))
--Bullet.NormalTailFX = TempPreViewActor.BulletParticle
--Bullet.BeamTailFX = TempPreViewActor.BulletParticle
--
--Bullet.NormalTailFXComp:SetTemplate(TempPreViewActor.BulletParticle)
--Bullet.BeamTailFXComp:SetTemplate(TempPreViewActor.BulletParticle)
--
--Bullet.bShowNormalTailFXImpactInfo = true
end end
end end
end end

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@ -2,3 +2,13 @@
-- sorted by enum name asc -- sorted by enum name asc
---@enum EFXType
EFXType = {
Muzzle = 0,
Kill = 1,
Bullet = 2,
MuzzleTailed = 3,
Hit = 4,
};

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@ -0,0 +1,14 @@
-- auto exported UStruct while compiling
-- sorted by struct name asc
---@class FFXData
---@field ID int32
---@field FXType EFXType
---@field Rarity int32
---@field Name FString
---@field Desc FString
---@field Particle UParticleSystem
---@field ColorValue float[]
---@field BaseColor FLinearColor

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@ -1,56 +1,14 @@
NowEventID = 0;
function GetNewEventID()
NowEventID = NowEventID + 1
return NowEventID
end
EventEnum = { EventEnum = {
-- DefaultEvent
DSStartUp = 1001, -- 服务器启动
PlayerLogin = 1003, -- 玩家加入房间 PlayerKey
PlayerExit = 1004, -- 玩家离开房间 PlayerKey
-- GameState
GameStateChange = 2001, -- 游戏模式改变 CustomEnum.EGameState
WaitPlayerJoin = 2002, -- 等待玩家加入
GamePlay = 2003, -- 游戏开始
GameEnd = 2004, -- 游戏结束
RoundBegining = 2005, -- 回合开始
RoundEnd = 2006, -- 回合结束
RoundReadyFinish = 2007, -- 回合准备阶段结束
-- PlayerEvent -- PlayerEvent
PlayerDeathInfo = 3001, -- 死亡信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float PlayerDeathInfo = GetNewEventID(), -- 死亡信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float
PlayerInjuryInfo = 3002, -- 受伤信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float PlayerInjuryInfo = GetNewEventID(), -- 受伤信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float
PlayerPossessed = 3003, -- 玩家受控 PlayerKey
PlayerBeginPlay = 3004, -- 玩家受控 PlayerPawn
BulletHitCallBack = 3005, -- 玩家射出的子弹命中物体或玩家的回调 (PlayerPawn:UGCPlayerPawn, ShootWeapon:ASTExtraShootWeapon,Bullet:ASTExtraShootWeaponBulletBase,HitInfo:FHitResult)
PlayerTeamChange = 3006, -- 玩家的队伍改变 PC, TeamID
-- PlayerPawn同步参数更新 更新传入Pawn及其同步变量值
UpdateCanObtainIncreaseCount = 4001,
UpdateNowCanSelectIncrease = 4002,
UpdateOwnedIncrease = 4003,
UpdateToGodSchedule = 4004,
-- PlayerEvent End
UpdatePlayerStartList = 10001, -- 通知出生点控制器进行更新出生点指针
AchievementSettlement = 10002, -- 成就事件游戏结算
UpdateTeamScore = 10003, -- 队伍得分信息更新
UpdatePlayerScoreData = 10004, -- 玩家得分信息更新 通过UGCGameSystem.GameState.PlayerScoreDatas 获取玩家得分信息
AddTip = 10005, -- 添加提提示 TipStr TipType
GameWillBegin = 10006, -- 游戏即将开始
PlayerIsAliveIsChange = 10007, -- 玩家存活列表改变
UpdatePlayerInfo = 10008, -- 玩家个人信息更新
PlayerWeaponCombinationUpdate = 11001, -- 玩家可选的武器配置列表更新 [PlayerKey] = CombinationType
PlayerSelectedWeaponIndexUpdate = 11002, -- 玩家选择的武器配置索引更新 [PlayerKey] = Index
--- SelectMap
LoadMap = 20001, -- 关卡加载 MapConifg.MapType
SelectMapCallBack = 20002, -- 地图选择服务器的回调 bSucceed, MapType
SelectDefaultWeaponCallBack = 20003, -- 默认武器选择回调 bSucceed, WeaponID
RandomSelectVoteMap = 20004,
UpdateMapKey = 20005, -- 随机出的地图索引 MapKey
ChangeFX = GetNewEventID(), -- 切换特效 传入EFXType
OverrideFXColor = GetNewEventID(), -- 切换特效颜色 传入EFXType
} }

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@ -153,6 +153,23 @@ function UGCSystemLibrary.AsyncLoadAsset(AssetPath, CallBackFunc, Obj, SaveAsset
end end
end end
--- 通过路径获取DataTable
---@param DataTablePath string
---@param ToNumberKey bool 是否将Key值转化为Number类型再返回
function UGCSystemLibrary.GetDataTableFromPath(DataTablePath, ToNumberKey)
local ResDataTable = Gameplay.GetTable(DataTablePath)
if ToNumberKey then
local Res = {}
for i, v in pairs(ResDataTable) do
Res[tonumber(i)] = v
end
return Res
else
return ResDataTable
end
end
---@param AssetPath:string ---@param AssetPath:string
---@param SaveAsset:bool 是否保存 ---@param SaveAsset:bool 是否保存
function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset) function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset)
@ -166,6 +183,7 @@ function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset)
end end
end end
--- 通过ItemID获取item类型 --- 通过ItemID获取item类型
---@param ItemID int ---@param ItemID int
---@return ItemTypeID int ---@return ItemTypeID int

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@ -0,0 +1,20 @@
---@class WB_FX_Main_C:UUserWidget
---@field NewButton_ShowPanel UNewButton
--Edit Below--
local WB_FX_Main = { bInitDoOnce = false }
--[==[ Construct
function WB_FX_Main:Construct()
end
-- Construct ]==]
-- function WB_FX_Main:Tick(MyGeometry, InDeltaTime)
-- end
-- function WB_FX_Main:Destruct()
-- end
return WB_FX_Main

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@ -0,0 +1,25 @@
---@class WB_Item_FXType_C:UUserWidget
---@field NewButton_BindColor UNewButton
---@field NewButton_Change UNewButton
---@field NewButton_ResetColor UNewButton
---@field TextBlock_TypeName UTextBlock
---@field WidgetSwitcher_BindColor UWidgetSwitcher
---@field Setting_PickUp_BP USetting_Pickup_UIBP_C
--Edit Below--
local WB_Item_Slide = { bInitDoOnce = false }
--[==[ Construct
function WB_Item_Slide:Construct()
end
-- Construct ]==]
-- function WB_Item_Slide:Tick(MyGeometry, InDeltaTime)
-- end
-- function WB_Item_Slide:Destruct()
-- end
return WB_Item_Slide

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@ -0,0 +1,27 @@
---@class WB_Item_Slide_C:UUserWidget
---@field Button_SlideMode_add UButton
---@field Button_SlideMode_minus UButton
---@field CanvasPanel_11 UCanvasPanel
---@field ProgressBar_SlideMode UProgressBar
---@field SlideMode_Value UTextBlock
---@field Slider_SlideMode USlider
---@field TextBlock_Range UTextBlock
---@field Setting_PickUp_BP USetting_Pickup_UIBP_C
--Edit Below--
local WB_Item_Slide = { bInitDoOnce = false }
--[==[ Construct
function WB_Item_Slide:Construct()
end
-- Construct ]==]
-- function WB_Item_Slide:Tick(MyGeometry, InDeltaTime)
-- end
-- function WB_Item_Slide:Destruct()
-- end
return WB_Item_Slide

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@ -0,0 +1,24 @@
---@class WB_PreviewFX_C:UUserWidget
---@field Image_Color UImage
---@field NewButton_Close UNewButton
---@field WB_Item_Slide_B UWB_Item_Slide_C
---@field WB_Item_Slide_G UWB_Item_Slide_C
---@field WB_Item_Slide_R UWB_Item_Slide_C
--Edit Below--
local WB_PreviewFX = { bInitDoOnce = false }
--[==[ Construct
function WB_PreviewFX:Construct()
end
-- Construct ]==]
-- function WB_PreviewFX:Tick(MyGeometry, InDeltaTime)
-- end
-- function WB_PreviewFX:Destruct()
-- end
return WB_PreviewFX

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@ -53,13 +53,13 @@ SwitchesInMaps=((Key="r.Mobile.EnableIBL",Value=0),(Key="s.StreamableDelegateLim
PlayBindingArray=[] PlayBindingArray=[]
[JobOption] [JobOption]
LastJobId=600040486 LastJobId=-1
LastWindowsJobId=600040035 LastWindowsJobId=-1
LastAndroidJobId=600040035 LastAndroidJobId=-1
LastIOSJobId=600040035 LastIOSJobId=-1
PakOnly=1 PakOnly=0
LastSkipBake=True LastSkipBake=False
LastTargetPlatform=LinuxServer+WindowsNoEditor+Android_ETC2+IOS+OpenHarmony_ETC2 LastTargetPlatform=LinuxServer
[UGCUploadOption] [UGCUploadOption]
PlatformIndex=0 PlatformIndex=0
@ -68,6 +68,6 @@ TargetPlatform=LinuxServer+WindowsNoEditor+Android_ETC2+IOS+OpenHarmony_ETC2
[DebugSettings] [DebugSettings]
bRoomOB=0 bRoomOB=0
TeamPlayers=5,0; TeamPlayers=2,0;

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@ -567,7 +567,7 @@ end
function UGCGameState:SetPlayerWeaponCombination(PlayerKey, WeaponCombinationType) function UGCGameState:SetPlayerWeaponCombination(PlayerKey, WeaponCombinationType)
self.PlayerWeaponCombination[PlayerKey] = WeaponCombinationType self.PlayerWeaponCombination[PlayerKey] = WeaponCombinationType
self:ResetPlayerSelectWeaponIndex(PlayerKey) -- self:ResetPlayerSelectWeaponIndex(PlayerKey)
end end
function UGCGameState:GetPlayerWeaponCombination(PlayerKey) function UGCGameState:GetPlayerWeaponCombination(PlayerKey)
@ -580,7 +580,8 @@ end
--- 重置玩家选择的武器配置索引 --- 重置玩家选择的武器配置索引
function UGCGameState:ResetPlayerSelectWeaponIndex(PlayerKey) function UGCGameState:ResetPlayerSelectWeaponIndex(PlayerKey)
self.PlayerSelectedWeaponIndex[PlayerKey] = 1 if self.PlayerSelectedWeaponIndex[PlayerKey] == nil then self.PlayerSelectedWeaponIndex[PlayerKey] = {} end
self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)] = 1
end end
--- 重置所有玩家的武器配置索引 --- 重置所有玩家的武器配置索引
@ -590,7 +591,8 @@ end
--- 设置玩家选择的武器配置索引 --- 设置玩家选择的武器配置索引
function UGCGameState:PlayerSelectWeaponIndex(PlayerKey, WeaponCombinationIndex) function UGCGameState:PlayerSelectWeaponIndex(PlayerKey, WeaponCombinationIndex)
self.PlayerSelectedWeaponIndex[PlayerKey] = WeaponCombinationIndex if self.PlayerSelectedWeaponIndex[PlayerKey] == nil then self.PlayerSelectedWeaponIndex[PlayerKey] = {} end
self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)] = WeaponCombinationIndex
self:UpdatePlayerWeapon(PlayerKey) self:UpdatePlayerWeapon(PlayerKey)
if self.PlayerAutoSelectWeaponHandle[PlayerKey] then if self.PlayerAutoSelectWeaponHandle[PlayerKey] then
UGCEventSystem.StopTimer(self.PlayerAutoSelectWeaponHandle[PlayerKey]) UGCEventSystem.StopTimer(self.PlayerAutoSelectWeaponHandle[PlayerKey])
@ -614,15 +616,16 @@ end
--- 获取玩家选择的武器配置索引 --- 获取玩家选择的武器配置索引
function UGCGameState:GetPlayerSelectedWeaponIndex(PlayerKey) function UGCGameState:GetPlayerSelectedWeaponIndex(PlayerKey)
return self.PlayerSelectedWeaponIndex[PlayerKey] if self.PlayerSelectedWeaponIndex[PlayerKey] == nil then self.PlayerSelectedWeaponIndex[PlayerKey] = {} end
if self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)] == nil then
self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)] = 1
end
return self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)]
end end
--- 获取玩家选择的武器索引对应的武器及配件 --- 获取玩家选择的武器索引对应的武器及配件
function UGCGameState:GetPlayerSelectedWeaponAndParts(PlayerKey) function UGCGameState:GetPlayerSelectedWeaponAndParts(PlayerKey)
local Res = {} local Res = {}
if not self:CheckPlayerSelectWeaponIndex(PlayerKey) then
self.PlayerSelectedWeaponIndex[PlayerKey] = 1
end
local PlayerWeaponCombination = self:GetPlayerWeaponCombination(PlayerKey) local PlayerWeaponCombination = self:GetPlayerWeaponCombination(PlayerKey)
local PlayerSelectedWeaponIndex = self:GetPlayerSelectedWeaponIndex(PlayerKey) local PlayerSelectedWeaponIndex = self:GetPlayerSelectedWeaponIndex(PlayerKey)
local WeaponCombination = WeaponSelectionCombinationConfig.WeaponCombinationList[PlayerWeaponCombination] local WeaponCombination = WeaponSelectionCombinationConfig.WeaponCombinationList[PlayerWeaponCombination]
@ -666,9 +669,6 @@ end
--- 获取玩家选择的武器Item表 --- 获取玩家选择的武器Item表
function UGCGameState:GetPlayerSelectedWeaponItemInfo(PlayerKey) function UGCGameState:GetPlayerSelectedWeaponItemInfo(PlayerKey)
local Res = {} local Res = {}
if not self:CheckPlayerSelectWeaponIndex(PlayerKey) then
self.PlayerSelectedWeaponIndex[PlayerKey] = 1
end
local PlayerWeaponCombination = self:GetPlayerWeaponCombination(PlayerKey) local PlayerWeaponCombination = self:GetPlayerWeaponCombination(PlayerKey)
local PlayerSelectedWeaponIndex = self:GetPlayerSelectedWeaponIndex(PlayerKey) local PlayerSelectedWeaponIndex = self:GetPlayerSelectedWeaponIndex(PlayerKey)
local WeaponCombination = WeaponSelectionCombinationConfig.WeaponCombinationList[PlayerWeaponCombination] local WeaponCombination = WeaponSelectionCombinationConfig.WeaponCombinationList[PlayerWeaponCombination]
@ -1169,6 +1169,59 @@ function UGCGameState:PlayerIsChallenge(InPlayerKey)
return self:GetChallengePlayer() == InPlayerKey return self:GetChallengePlayer() == InPlayerKey
end end
function UGCGameState:GetNextChallenge()
local AllPK = UGCSystemLibrary.GetAllPlayerKeys()
if self.ChallengedPlayers == nil then self.ChallengedPlayers = {} end
local TempChallengePlayer = nil
for i, v in pairs(AllPK) do
if not table.hasValue(self.ChallengedPlayers, v) then
TempChallengePlayer = v
break
end
end
return TempChallengePlayer
end
-- 更新玩家的队伍
function UGCGameState:ChangePlayerTeamLogic(PlayerKey, PlayerTeamID)
-- 设置出生点类型
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
if PlayerTeamID == 1 then
PC:SetStartPointType(EPlayerStartType.Team1)
self:SetPlayerWeaponCombination(PlayerKey, WeaponSelectionCombinationConfig.ECombinationType.Combination1)
else
PC:SetStartPointType(EPlayerStartType.Team2)
self:SetPlayerWeaponCombination(PlayerKey, WeaponSelectionCombinationConfig.ECombinationType.Combination2)
end
-- 官方逻辑设置队伍ID
UGCTeamSystem.ChangePlayerTeamID(PlayerKey, PlayerTeamID)
-- 玩家信息栏设置队伍信息
self.PlayerPersonalInfos[PlayerKey].TeamID = PlayerTeamID
-- 玩家比分栏设置比分信息
PlayerScoreSystem.UpdatePlayerTeamID(PlayerKey, PlayerTeamID)
end
-- 选出下一个挑战者
function UGCGameState:SelectNextChallenge()
local TempChallengePlayer = self:GetNextChallenge()
if TempChallengePlayer then
self.ChallengePlayer = TempChallengePlayer
self.ChallengedPlayers[#self.ChallengedPlayers + 1] = TempChallengePlayer
local AllPK = UGCSystemLibrary.GetAllPlayerKeys()
-- 配置队伍ID
for i, PlayerKey in pairs(AllPK) do
if PlayerKey == self.ChallengePlayer then
self:ChangePlayerTeamLogic(self.ChallengePlayer, 2)
else
self:ChangePlayerTeamLogic(PlayerKey, 1)
end
end
UGCSendRPCSystem.RPCEvent(nil, EventEnum.AddTip, TipConfig.TipType.ChallengerPlayer, self.ChallengePlayer)
return true
end
end
-- 工程设置------------------------------------------------------------------------------------------------------------- -- 工程设置-------------------------------------------------------------------------------------------------------------

View File

@ -19,7 +19,7 @@ function EventAction_PlayerExit:Execute(...)
local HasNotControlled = false local HasNotControlled = false
for k, Pawn in pairs(AllPawn) do for k, Pawn in pairs(AllPawn) do
if not Pawn:IsControlled() then if not Pawn:IsControlled() then
Pawn:K2_DestroyActor() -- Pawn:K2_DestroyActor()
HasNotControlled = true HasNotControlled = true
end end
end end

View File

@ -105,6 +105,8 @@ end
-- 根据工程的修改而改变的开始执行逻辑 -- 根据工程的修改而改变的开始执行逻辑
function EventAction_RoundBegin:ExecuteOtherLogic() function EventAction_RoundBegin:ExecuteOtherLogic()
-- 选出下一个挑战者
UGCGameSystem.GameState:SelectNextChallenge()
-- 判断玩家是否死亡,死亡则重生 -- 判断玩家是否死亡,死亡则重生
local AllPC = UGCGameSystem.GetAllPlayerController() local AllPC = UGCGameSystem.GetAllPlayerController()

View File

@ -44,9 +44,11 @@ end
--- 判断玩法是否结束 根据玩法进行修改 --- 判断玩法是否结束 根据玩法进行修改
function EventAction_RoundEnd:CheckGameEnd() function EventAction_RoundEnd:CheckGameEnd()
return UGCGameSystem.GameState:IsFinishRound() --return UGCGameSystem.GameState:IsFinishRound()
or UGCGameSystem.GameState:GetMaxTeamScore() > GlobalConfigs.GameSetting.MaxRound // 2 -- or UGCGameSystem.GameState:GetMaxTeamScore() > GlobalConfigs.GameSetting.MaxRound // 2
or #UGCTeamSystem.GetPlayerKeysByTeamID(1) < 1 or #UGCTeamSystem.GetPlayerKeysByTeamID(2) < 1 -- or #UGCTeamSystem.GetPlayerKeysByTeamID(1) < 1 or #UGCTeamSystem.GetPlayerKeysByTeamID(2) < 1
-- or UGCGameSystem.GameState:GettNextChallenge() == nil
return UGCGameSystem.GameState:IsFinishRound() or UGCGameSystem.GameState:GetNextChallenge() == nil
end end
--其他逻辑可修改替换 ------------------------ --其他逻辑可修改替换 ------------------------
@ -63,18 +65,18 @@ end
function EventAction_RoundEnd:OtherGameFinishLogic() function EventAction_RoundEnd:OtherGameFinishLogic()
-- 调换出生点 -- 调换出生点
if GlobalConfigs.GameSetting.ActiveChangeTeam then --if GlobalConfigs.GameSetting.ActiveChangeTeam then
if UGCGameSystem.GameState:GetRoundCount() == GlobalConfigs.GameSetting.MaxRound // 2 then -- if UGCGameSystem.GameState:GetRoundCount() == GlobalConfigs.GameSetting.MaxRound // 2 then
local AllPC = UGCGameSystem.GetAllPlayerController() -- local AllPC = UGCGameSystem.GetAllPlayerController()
for i, PC in pairs(AllPC) do -- for i, PC in pairs(AllPC) do
if PC:GetStartPointType() == EPlayerStartType.Team1 then -- if PC:GetStartPointType() == EPlayerStartType.Team1 then
PC:SetStartPointType(EPlayerStartType.Team2) -- PC:SetStartPointType(EPlayerStartType.Team2)
else -- else
PC:SetStartPointType(EPlayerStartType.Team1) -- PC:SetStartPointType(EPlayerStartType.Team1)
end -- end
end -- end
end -- end
end --end
end end

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@ -124,7 +124,7 @@ function EventAction_WaitingPlayer:OtherFinishLogic()
UGCEventSystem.SendEvent(EventEnum.UpdatePlayerStartList) UGCEventSystem.SendEvent(EventEnum.UpdatePlayerStartList)
-- 选出挑战者 -- 选出挑战者
UGCGameSystem.GameState:ElectChallengePlayer() -- UGCGameSystem.GameState:ElectChallengePlayer()
-- 广播提示XXX成为挑战者 -- 广播提示XXX成为挑战者
-- 显示武器选择界面 -- 显示武器选择界面

View File

@ -153,6 +153,23 @@ function UGCSystemLibrary.AsyncLoadAsset(AssetPath, CallBackFunc, Obj, SaveAsset
end end
end end
--- 通过路径获取DataTable
---@param DataTablePath string
---@param ToNumberKey bool 是否将Key值转化为Number类型再返回
function UGCSystemLibrary.GetDataTableFromPath(DataTablePath, ToNumberKey)
local ResDataTable = Gameplay.GetTable(DataTablePath)
if ToNumberKey then
local Res = {}
for i, v in pairs(ResDataTable) do
Res[tonumber(i)] = v
end
return Res
else
return ResDataTable
end
end
---@param AssetPath:string ---@param AssetPath:string
---@param SaveAsset:bool 是否保存 ---@param SaveAsset:bool 是否保存
function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset) function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset)

View File

@ -134,7 +134,7 @@ WidgetConfig.Configs = {
ShowOnce = false, ShowOnce = false,
}, },
[WidgetConfig.EUIType.Settlement] = { [WidgetConfig.EUIType.Settlement] = {
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Settlement/WB_TeamSettlement.WB_TeamSettlement_C'), Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Settlement/WB_Settlement_2.WB_Settlement_2_C'),
Layer = WidgetConfig.EUILayerGroup.High, Layer = WidgetConfig.EUILayerGroup.High,
ShowOnce = false, ShowOnce = false,
}, },

View File

@ -1,6 +1,7 @@
---@class WB_PlayerHead_48_C:UUserWidget ---@class WB_PlayerHead_48_C:UUserWidget
---@field Border_HeadMain UBorder ---@field Border_HeadMain UBorder
---@field Common_Avatar_BP_C_0 UCommon_Avatar_BP_C ---@field Common_Avatar_BP_C_0 UCommon_Avatar_BP_C
---@field Overlay_Dead UOverlay
---@field Overlay_KnockedDown UOverlay ---@field Overlay_KnockedDown UOverlay
---@field ProgressBar_Health UProgressBar ---@field ProgressBar_Health UProgressBar
---@field WidgetSwitcher_Frame UWidgetSwitcher ---@field WidgetSwitcher_Frame UWidgetSwitcher
@ -107,11 +108,13 @@ function WB_PlayerHead_48:UpdateWidgetState(InPlayerHeadState)
end end
self.Overlay_KnockedDown:SetVisibility(ESlateVisibility.Collapsed) self.Overlay_KnockedDown:SetVisibility(ESlateVisibility.Collapsed)
self.Border_HeadMain:SetContentColorAndOpacity({R=1,G=1,B=1,A=1}) self.Border_HeadMain:SetContentColorAndOpacity({R=1,G=1,B=1,A=1})
self.Overlay_Dead:SetVisibility(ESlateVisibility.Collapsed)
elseif self.PlayerHeadState == EPlayerHeadInfoState.Death then elseif self.PlayerHeadState == EPlayerHeadInfoState.Death then
-- 死亡 -- 死亡
self.ProgressBar_Health:SetVisibility(ESlateVisibility.Collapsed) self.ProgressBar_Health:SetVisibility(ESlateVisibility.Collapsed)
self.Overlay_KnockedDown:SetVisibility(ESlateVisibility.Collapsed) self.Overlay_KnockedDown:SetVisibility(ESlateVisibility.Collapsed)
self.Border_HeadMain:SetContentColorAndOpacity({R=0.281250,G=0.281250,B=0.281250,A=1.000000}) self.Border_HeadMain:SetContentColorAndOpacity({R=0.281250,G=0.281250,B=0.281250,A=1.000000})
self.Overlay_Dead:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
elseif self.PlayerHeadState == EPlayerHeadInfoState.KnockedDown then elseif self.PlayerHeadState == EPlayerHeadInfoState.KnockedDown then
-- 倒地 -- 倒地
if self.IsShowHealth then if self.IsShowHealth then
@ -120,6 +123,7 @@ function WB_PlayerHead_48:UpdateWidgetState(InPlayerHeadState)
end end
self.Overlay_KnockedDown:SetVisibility(ESlateVisibility.SelfHitTestInvisible) self.Overlay_KnockedDown:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
self.Border_HeadMain:SetContentColorAndOpacity({R=1,G=1,B=1,A=1}) self.Border_HeadMain:SetContentColorAndOpacity({R=1,G=1,B=1,A=1})
self.Overlay_Dead:SetVisibility(ESlateVisibility.Collapsed)
end end
end end
end end

View File

@ -0,0 +1,87 @@
---@class WB_Settlement_2_C:UUserWidget
---@field Button_AutoReturnToLobby UButton
---@field Button_share UButton
---@field Image_Left UImage
---@field Image_Right UImage
---@field Image_titlebg UImage
---@field TextBlock_AutoReturnToLobby UTextBlock
---@field TextBlock_Levels2_2 UTextBlock
---@field UIParticleEmitter_95 UUIParticleEmitter
---@field VerticalBox_Left UVerticalBox
--Edit Below--
local WB_TeamSettlement = {
bInitDoOnce = false;
LeftTeamType = 1;
RightTeamType = 2;
};
function WB_TeamSettlement:Construct()
WidgetLibrary.BindButtonClicked(self.Button_AutoReturnToLobby, self.Button_AutoReturnToLobby_OnClicked, self)
WidgetLibrary.BindButtonClicked(self.Button_share, self.ShareSettlement, self)
for i = 0, self.VerticalBox_Left:GetChildrenCount() - 1 do
local ItemLeftInst = self.VerticalBox_Left:GetChildAt(i)
ItemLeftInst:SetIndex(i + 1)
end
end
function WB_TeamSettlement:OnShowPanel()
self:AutoReturnToLobby()
self:UpdateRank()
end
function WB_TeamSettlement:UpdateRank()
UGCLogSystem.Log("[WB_TeamSettlement_UpdateRank]")
local RankData = PlayerScoreSystem.GetRank()
UGCLogSystem.LogTree("[WB_TeamRank_UpdateRank]", RankData)
for i = 0, self.VerticalBox_Left:GetChildrenCount() - 1 do
local ItemLeftInst = self.VerticalBox_Left:GetChildAt(i)
local PlayerKeyLeft = RankData and RankData[i + 1] or nil
if PlayerKeyLeft then
ItemLeftInst:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
ItemLeftInst:InitRankInfo(PlayerKeyLeft)
else
ItemLeftInst:SetVisibility(ESlateVisibility.Collapsed)
end
end
end
function WB_TeamSettlement:AutoReturnToLobby()
self.DelayReturnToLobbyTime = GlobalConfigs.GameSetting.DelayReturnToLobbyTime
self.SettlementTime = KismetSystemLibrary.GetGameTimeInSeconds(self)
self.DelayReturnToLobbyTimerHandle = UGCEventSystem.SetTimerLoop(
self,
function ()
local NowTime = KismetSystemLibrary.GetGameTimeInSeconds(self)
local ShowTime = math.floor(self.DelayReturnToLobbyTime - (NowTime - self.SettlementTime))
ShowTime = ShowTime >= 0 and ShowTime or 0
self.TextBlock_AutoReturnToLobby:SetText(string.format("返回大厅(%ds)", ShowTime))
if ShowTime <= 0 then self:Button_AutoReturnToLobby_OnClicked() end
end,
0.5
)
end
function WB_TeamSettlement:Button_AutoReturnToLobby_OnClicked()
-- if UGCGameSystem.GameState.GameStateType ~= CustomEnum.EGameState.End then return end
if self == nil or self.DoOnceReturnToLobby then return end
if self.DelayReturnToLobbyTimerHandle then
UGCEventSystem.StopTimer(self.DelayReturnToLobbyTimerHandle)
self.DelayReturnToLobbyTimerHandle = nil
end
self.DoOnceReturnToLobby = true
UGCGameSystem.ReturnToLobby()
UGCLogSystem.Log("[WB_TeamSettlement_Button_AutoReturnToLobby_OnClicked]")
end
--- 分享战绩
function WB_TeamSettlement:ShareSettlement()
UGCWidgetManagerSystem.Share();
end
return WB_TeamSettlement;

View File

@ -0,0 +1,76 @@
---@class WB_TeamSettlementItem_2_C:UUserWidget
---@field Button_Result_AddFriend UButton
---@field Image_0 UImage
---@field Image_PlayerIcon UImage
---@field TextBlock_Deaths UTextBlock
---@field TextBlock_Kills UTextBlock
---@field TextBlock_PlayerName UTextBlock
---@field TextBlock_RankNum UTextBlock
---@field WidgetSwitcher_IsLocalPlayer UWidgetSwitcher
--Edit Below--
---@type WB_TeamSettlementItem_C
local WB_TeamSettlementItem = {
bInitDoOnce = false;
PlayerKey = -1;
};
function WB_TeamSettlementItem:LuaInit()
if self.bInitDoOnce then
return;
end
self.bInitDoOnce = true;
WidgetLibrary.BindButtonClicked(self.Button_Result_AddFriend, self.AddFriend, self)
end
function WB_TeamSettlementItem:SetIndex(Index)
self.TextBlock_RankNum:SetText(tostring(Index));
end
function WB_TeamSettlementItem:SetTeam(TeamType)
-- UGCLogSystem.Log("[WB_TeamRankItem_SetTeam]")
local TeamColor = TeamConfig.TeamColor[TeamType]
-- 设置队伍颜色
if TeamColor then
self.TextBlock_RankNum:SetColorAndOpacity({SpecifiedColor = TeamColor, ColorUseRule = 0})
self.TextBlock_PlayerName:SetColorAndOpacity({SpecifiedColor = TeamColor, ColorUseRule = 0})
else
UGCLogSystem.LogError("[WB_TeamRankItem_SetTeam] TeamType:%s, TeamColorType: %s", tostring(TeamType), type(TeamColor))
end
end
function WB_TeamSettlementItem:InitRankInfo(PlayerKey)
self:LuaInit()
self.PlayerKey = PlayerKey
if self.PlayerKey == UGCSystemLibrary.GetLocalPlayerKey() then
self.WidgetSwitcher_IsLocalPlayer:SetActiveWidgetIndex(1)
self.Button_Result_AddFriend:SetVisibility(ESlateVisibility.Collapsed)
else
self.WidgetSwitcher_IsLocalPlayer:SetActiveWidgetIndex(0)
end
local PlayerName = UGCGameSystem.GameState:GetPlayerNameByPlayerKey(self.PlayerKey);
--local RankNum = UGCGameSystem.GameState:GetPlayerRankByPlayerKey(self.PlayerKey)
local Kills = PlayerScoreSystem.GetPlayerScoreDataFromType(PlayerKey, PlayerScoreSystem.Config.EScoreType.Kills)
local Damage = PlayerScoreSystem.GetPlayerScoreDataFromType(PlayerKey, PlayerScoreSystem.Config.EScoreType.Damage)
local Deaths = PlayerScoreSystem.GetPlayerScoreDataFromType(PlayerKey, PlayerScoreSystem.Config.EScoreType.Deaths)
self.TextBlock_PlayerName:SetText(PlayerName);
--self.TextBlock_RankNum:SetText(tostring(RankNum));
--self.TextBlock_Kills:SetText(tostring(Kills));
self.TextBlock_Kills:SetText(math.floor(Damage));
self.TextBlock_Deaths:SetText(tostring(Deaths));
UGCSystemLibrary.DownloadImageToUImage(self.Image_PlayerIcon, UGCGameSystem.GameState:GetHeadIconByPlayerKey(PlayerKey), true);
end
function WB_TeamSettlementItem:AddFriend()
local TargetPlayerData = UGCGameSystem.GameState.PlayerPersonalInfos[self.PlayerKey]
if TargetPlayerData then
UGCGameSystem.AddFriend(TargetPlayerData.UID)
end
end
return WB_TeamSettlementItem;

View File

@ -0,0 +1,209 @@
---@class W_TeamScore_RoundMode_3_C:UUserWidget
---@field HorizontalBox_EnemyTeamPlayers UHorizontalBox
---@field HorizontalBox_SelfTeamPlayers UHorizontalBox
---@field NewButton_TC_ScoreBoard UNewButton
---@field TextBlock_EnemyAlive UTextBlock
---@field TextBlock_LeftPlayerCount UTextBlock
---@field TextBlock_RightPlayerCount UTextBlock
---@field TextBlock_Round UTextBlock
---@field TextBlock_SelfTeamAlive UTextBlock
---@field WidgetSwitcher_AliveState UWidgetSwitcher
---@field WidgetSwitcher_EnemyTextTip UWidgetSwitcher
---@field WidgetSwitcher_SelfTextTip UWidgetSwitcher
--Edit Below--
---@type W_TeamScore_RoundMode_3_C
local W_TeamScore_RoundMode_3 = {
bInitDoOnce = false;
TeamLessThanOneMinute = true;
LeftTeamID = 1;
RightTeamID = 2;
UpdateFPS = 1.;
LocalPlayerIsInBattle = false;
};
function W_TeamScore_RoundMode_3:OnShowPanel()
if self.LoopUpdateHandle == nil then
self.LoopUpdateHandle = UGCEventSystem.SetTimerLoop(self, self.LoopUpdate, 1. / self.UpdateFPS)
end
end
function W_TeamScore_RoundMode_3:OnClosePanel()
if self.LoopUpdateHandle then
UGCEventSystem.StopTimer(self.LoopUpdateHandle)
self.LoopUpdateHandle = nil
end
if WidgetManager:IsVisiblePanel(WidgetConfig.EUIType.Ranking) then
WidgetManager:ClosePanel(WidgetConfig.EUIType.Ranking)
end
end
function W_TeamScore_RoundMode_3:Construct()
UGCLogSystem.Log("[W_TeamScore_RoundMode_3_Construct]")
WidgetLibrary.BindButtonClicked(self.NewButton_TC_ScoreBoard, self.ShowRankingWidget, self)
UGCEventSystem.AddListener(EventEnum.UpdateTeamScore, self.UpdateTeamScore, self)
UGCEventSystem.AddListener(EventEnum.UpdatePlayerInfo, self.UpdateLocalPlayerTeam, self)
UGCEventSystem.AddListener(EventEnum.PlayerIsAliveIsChange, self.UpdatePlayerAliveCount, self)
UGCEventSystem.AddListener(EventEnum.NewRound, self.UpdateRoundCount, self)
-- 显示己方队伍血量
for i = 1, self.HorizontalBox_SelfTeamPlayers:GetChildrenCount() do
local Item = self.HorizontalBox_SelfTeamPlayers:GetChildAt(i - 1);
Item:SetShowHealth(true)
Item:SetShowFrame(false)
Item:ShowTeamFrame(1)
end
-- 显示设置敌方框
for i = 1, self.HorizontalBox_EnemyTeamPlayers:GetChildrenCount() do
local Item = self.HorizontalBox_EnemyTeamPlayers:GetChildAt(i - 1);
Item:SetShowFrame(false)
Item:ShowTeamFrame(2)
end
self:UpdateLocalPlayerTeam()
self:UpdateTeamScore()
self:UpdateRoundCount(UGCGameSystem.GameState:GetRoundCount())
end
function W_TeamScore_RoundMode_3:LoopUpdate()
local LocalPawn = UGCSystemLibrary.GetLocalPlayerPawn()
--if UE.IsValid(LocalPawn) and not UGCPawnSystem.HasPawnState(LocalPawn, EPawnState.Dead) and not UGCGameSystem.GameState:IsReadyState() then
-- self:ChangeScorePanelState(true)
--else
-- self:ChangeScorePanelState(false)
--end
self:ChangeScorePanelState(false)
local AllPawn = UGCGameSystem.GetAllPlayerPawn()
local TeamAliveCount = {}
for i, v in pairs(AllPawn) do
if UE.IsValid(v) and not UGCPawnSystem.HasPawnState(v, EPawnState.Dead) then
local PlayerKey = v.PlayerKey
if PlayerKey then
local TeamID = UGCGameSystem.GameState:GetPlayerTeamIDByPlayerKey(PlayerKey)
if TeamAliveCount[TeamID] == nil then
TeamAliveCount[TeamID] = 0
end
TeamAliveCount[TeamID] = TeamAliveCount[TeamID] + 1
end
end
end
local LeftCount = TeamAliveCount[self.LeftTeamID]
local RightCount = TeamAliveCount[self.RightTeamID]
LeftCount = (LeftCount and LeftCount or 0)
RightCount = (RightCount and RightCount or 0)
self.TextBlock_LeftPlayerCount:SetText(LeftCount)
self.TextBlock_RightPlayerCount:SetText(RightCount)
self.TextBlock_SelfTeamAlive:SetText(LeftCount)
self.TextBlock_EnemyAlive:SetText(RightCount)
end
function W_TeamScore_RoundMode_3:ChangeScorePanelState(InLocalPlayerIsInBattle)
if self.LocalPlayerIsInBattle ~= InLocalPlayerIsInBattle then
-- UGCLogSystem.Log("[W_TeamScore_RoundMode_3_ChangeScorePanelState] InLocalPlayerIsInBattle:%s", tostring(InLocalPlayerIsInBattle))
self.LocalPlayerIsInBattle = InLocalPlayerIsInBattle
if self.LocalPlayerIsInBattle then
--self.CanvasPanel_EnemyAlive:SetVisibility(ESlateVisibility.Collapsed)
--self.CanvasPanel_SelfAlive:SetVisibility(ESlateVisibility.Collapsed)
self.WidgetSwitcher_SelfTextTip:SetActiveWidgetIndex(1)
self.WidgetSwitcher_EnemyTextTip:SetActiveWidgetIndex(1)
self.WidgetSwitcher_AliveState:SetActiveWidgetIndex(1)
else
--self.CanvasPanel_EnemyAlive:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
--self.CanvasPanel_SelfAlive:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
self.WidgetSwitcher_SelfTextTip:SetActiveWidgetIndex(0)
self.WidgetSwitcher_EnemyTextTip:SetActiveWidgetIndex(0)
self.WidgetSwitcher_AliveState:SetActiveWidgetIndex(0)
end
end
end
function W_TeamScore_RoundMode_3:UpdateLocalPlayerTeam()
-- 判断己方是team2还是team1
local LocalPlayerTeamID = UGCGameSystem.GameState:GetPlayerTeamIDByPlayerKey(UGCSystemLibrary.GetLocalPlayerKey())
if LocalPlayerTeamID == TeamConfig.TeamType.CT then
self.LeftTeamID, self.RightTeamID = 1, 2
else
self.LeftTeamID, self.RightTeamID = 2, 1
end
local SelfTeamPlayers = UGCGameSystem.GameState:GetTeamPlayer(self.LeftTeamID)
local EnemyTeamPlayers = UGCGameSystem.GameState:GetTeamPlayer(self.RightTeamID)
for i = 1, self.HorizontalBox_SelfTeamPlayers:GetChildrenCount() do
local Item = self.HorizontalBox_SelfTeamPlayers:GetChildAt(i - 1);
Item:UpdatePlayerInfo(SelfTeamPlayers[i])
end
for i = 1, self.HorizontalBox_EnemyTeamPlayers:GetChildrenCount() do
local Item = self.HorizontalBox_EnemyTeamPlayers:GetChildAt(i - 1);
Item:UpdatePlayerInfo(EnemyTeamPlayers[i])
end
end
--- 更新比分
function W_TeamScore_RoundMode_3:UpdateTeamScore()
local LeftTeamScore = UGCGameSystem.GameState:GetTeamScore(self.LeftTeamID)
local RightTeamScore = UGCGameSystem.GameState:GetTeamScore(self.RightTeamID)
end
--- 显示排行榜UI
function W_TeamScore_RoundMode_3:ShowRankingWidget()
if WidgetManager:IsVisiblePanel(WidgetConfig.EUIType.Ranking) then
WidgetManager:ClosePanel(WidgetConfig.EUIType.Ranking)
else
WidgetManager:ShowPanel(WidgetConfig.EUIType.Ranking, false)
end
end
--- 更新显示时间
function W_TeamScore_RoundMode_3:UpdateShowTime()
local Time = UGCGameSystem.GameState:GetGameTime()
self:CheckAddTip(Time)
self.TextBlock_RemainTime:SetText(UGCSystemLibrary.formatTime(Time, true))
end
--- 判断是否要结束时给予提示
function W_TeamScore_RoundMode_3:CheckAddTip(Time)
if UGCGameSystem.GameState:GetGameStateType() ~= CustomEnum.EGameState.Playing then
return
end
local TeamLessThanOneMinute = false
if Time <= 60 then
TeamLessThanOneMinute = true
end
if self.LessThanOneMinute ~= TeamLessThanOneMinute then
self.LessThanOneMinute = TeamLessThanOneMinute
if self.LessThanOneMinute then
UGCEventSystem.SendEvent(EventEnum.AddTip, TipConfig.TipType.OneMinuteRemaining)
--- 播放即将结束的音乐
SoundSystem.PlaySound(SoundSystem.ESound.AboutToEnd)
self.DoOnceTip1min = false
self.TextBlock_RemainTime:SetColorAndOpacity({SpecifiedColor = {R = 1, G = 0, B = 0, A = 1}, ColorUseRule = 0})
else
self.TextBlock_RemainTime:SetColorAndOpacity({SpecifiedColor = {R = 1, G = 1, B = 1, A = 1}, ColorUseRule = 0})
end
end
end
function W_TeamScore_RoundMode_3:UpdatePlayerAliveCount()
local LeftCount = UGCGameSystem.GameState:GetTeamAlivePlayerCount(self.LeftTeamID)
local RightCount = UGCGameSystem.GameState:GetTeamAlivePlayerCount(self.RightTeamID)
self.TextBlock_LeftPlayerCount:SetText(LeftCount)
self.TextBlock_RightPlayerCount:SetText(RightCount)
self.TextBlock_SelfTeamAlive:SetText(LeftCount)
self.TextBlock_EnemyAlive:SetText(RightCount)
end
function W_TeamScore_RoundMode_3:UpdateRoundCount(InRound)
self.TextBlock_Round:SetText(InRound .. " / " .. GlobalConfigs.GameSetting.MaxRound)
--self.TextBlock_Round:SetText(InRound)
end
return W_TeamScore_RoundMode_3;

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@ -1,8 +1,7 @@
---@class WB_FightPanel_C:UAEUserWidget ---@class WB_FightPanel_C:UAEUserWidget
---@field Button_ShowGuide UButton ---@field Button_ShowGuide UButton
---@field NewButton_GM UNewButton ---@field NewButton_GM UNewButton
---@field W_TeamScore_RoundMode UW_TeamScore_RoundMode_C ---@field W_TeamScore_RoundMode_3 UW_TeamScore_RoundMode_3_C
---@field W_TeamScore_RoundMode_2 UW_TeamScore_RoundMode_2_C
---@field WB_HP UWB_HP_C ---@field WB_HP UWB_HP_C
---@field WidgetSwitcher_0 UWidgetSwitcher ---@field WidgetSwitcher_0 UWidgetSwitcher
--Edit Below-- --Edit Below--
@ -25,13 +24,12 @@ function WB_FightPanel:LuaInit()
end end
function WB_FightPanel:OnShowPanel() function WB_FightPanel:OnShowPanel()
self.W_TeamScore_RoundMode_2:OnShowPanel() self.W_TeamScore_RoundMode_3:OnShowPanel()
self.W_TeamScore_RoundMode:OnShowPanel()
end end
function WB_FightPanel:OnClosePanel() function WB_FightPanel:OnClosePanel()
self.W_TeamScore_RoundMode_2:OnClosePanel() self.W_TeamScore_RoundMode_3:OnClosePanel()
self.W_TeamScore_RoundMode:OnClosePanel() -- self.W_TeamScore_RoundMode:OnClosePanel()
end end

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@ -153,6 +153,23 @@ function UGCSystemLibrary.AsyncLoadAsset(AssetPath, CallBackFunc, Obj, SaveAsset
end end
end end
--- 通过路径获取DataTable
---@param DataTablePath string
---@param ToNumberKey bool 是否将Key值转化为Number类型再返回
function UGCSystemLibrary.GetDataTableFromPath(DataTablePath, ToNumberKey)
local ResDataTable = Gameplay.GetTable(DataTablePath)
if ToNumberKey then
local Res = {}
for i, v in pairs(ResDataTable) do
Res[tonumber(i)] = v
end
return Res
else
return ResDataTable
end
end
---@param AssetPath:string ---@param AssetPath:string
---@param SaveAsset:bool 是否保存 ---@param SaveAsset:bool 是否保存
function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset) function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset)

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@ -158,16 +158,20 @@ function UGCSystemLibrary.AsyncLoadAsset(AssetPath, CallBackFunc, Obj, SaveAsset
end end
end end
---@param AssetPath:string --- 通过路径获取DataTable
---@param SaveAsset:bool 是否保存 ---@param DataTablePath string
function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset) ---@param ToNumberKey bool 是否将Key值转化为Number类型再返回
if SaveAsset == nil then SaveAsset = true end function UGCSystemLibrary.GetDataTableFromPath(DataTablePath, ToNumberKey)
if not UE.IsValid(UGCSystemLibrary.CacheAsset[AssetPath]) then local ResDataTable = Gameplay.GetTable(DataTablePath)
local TargetAsset = UE.LoadObject(AssetPath)
if SaveAsset and UE.IsValid(TargetAsset) then UGCSystemLibrary.CacheAsset[AssetPath] = TargetAsset end if ToNumberKey then
return TargetAsset local Res = {}
for i, v in pairs(ResDataTable) do
Res[tonumber(i)] = v
end
return Res
else else
return UGCSystemLibrary.CacheAsset[AssetPath] return ResDataTable
end end
end end