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d5de4c9b..fd4a12f7 100644 Binary files a/InfFire/Asset/UMGTemplate/UGC_DragDropTextBox.uasset and b/InfFire/Asset/UMGTemplate/UGC_DragDropTextBox.uasset differ diff --git a/InfFire/InfFire.ugcproj b/InfFire/InfFire.ugcproj index b177b028..01d95b64 100644 --- a/InfFire/InfFire.ugcproj +++ b/InfFire/InfFire.ugcproj @@ -7,7 +7,7 @@ ProjectShortPath=/InfFire/ StartMapName=/InfFire/UGCmap MapMode=0 bIsBigWorld=0 -Version=1.29.13.13030 +Version=1.30.21.13232 UpdateVersion=5 GameModePath=/InfFire/Asset/Blueprint/UGCGameMode.UGCGameMode_C DefaultLevelDirectorPath=/Asset/Blueprint/UGCLevelDirector.UGCLevelDirector_C @@ -38,6 +38,8 @@ BeyondRankNum=10 TeamScoreCalculation=0 bUseMultiModeMatchSetting=0 MultiModeSettingNum=0 +bIsAllowStageMatching=0 +TeamSettings="{\"TeamSettings\": []}" [MiniMap] ZoomRatios=400 @@ -51,13 +53,13 @@ SwitchesInMaps=((Key="r.Mobile.EnableIBL",Value=0),(Key="s.StreamableDelegateLim PlayBindingArray=[] [JobOption] -LastJobId=600042509 -LastWindowsJobId=600027738 -LastAndroidJobId=600027735 -LastIOSJobId=600027738 -PakOnly=1 -LastSkipBake=True -LastTargetPlatform=LinuxServer+WindowsNoEditor+Android_ETC2+IOS+OpenHarmony_ETC2 +LastJobId=-1 +LastWindowsJobId=-1 +LastAndroidJobId=-1 +LastIOSJobId=-1 +PakOnly=0 +LastSkipBake=False +LastTargetPlatform=LinuxServer [UGCUploadOption] PlatformIndex=0 diff --git a/InfFire/Script/Blueprint/SceneObj/Machine/BP_Machine_BaseItem.lua b/InfFire/Script/Blueprint/SceneObj/Machine/BP_Machine_BaseItem.lua deleted file mode 100644 index dc290462..00000000 --- a/InfFire/Script/Blueprint/SceneObj/Machine/BP_Machine_BaseItem.lua +++ /dev/null @@ -1,36 +0,0 @@ ----@class BP_Machine_BaseItem_C:BP_MachineBase_C ----@field Capsule UCapsuleComponent ---Edit Below-- - -local BP_MachineBase = require("Script.Blueprint.SceneObj.Machine.BP_MachineBase") -local BP_Machine_BaseItem = BP_MachineBase:new(); - -function BP_Machine_BaseItem:ReceiveBeginPlay() - self.SuperClass.ReceiveBeginPlay(self); - self:LuaInit(self.Capsule); -end - ---[[ -function BP_Machine_BaseItem:ReceiveTick(DeltaTime) - self.SuperClass.ReceiveTick(self, DeltaTime); -end ---]] - -function BP_Machine_BaseItem:ReceiveEndPlay() - BP_MachineBase = nil; - self.SuperClass.ReceiveEndPlay(self); -end - ---[[ -function BP_Machine_BaseItem:GetReplicatedProperties() - return -end ---]] - ---[[ -function BP_Machine_BaseItem:GetAvailableServerRPCs() - return -end ---]] - -return BP_Machine_BaseItem; \ No newline at end of file diff --git a/InfFire/Script/Blueprint/SceneObj/Machine/BP_Machine_Jump.lua b/InfFire/Script/Blueprint/SceneObj/Machine/BP_Machine_Jump.lua index 15967a3e..4343d810 100644 --- a/InfFire/Script/Blueprint/SceneObj/Machine/BP_Machine_Jump.lua +++ b/InfFire/Script/Blueprint/SceneObj/Machine/BP_Machine_Jump.lua @@ -2,6 +2,7 @@ ---@field Capsule UCapsuleComponent ---@field StaticMesh UStaticMeshComponent ---@field JumpLength int32 +---@field NewVar_0 bool --Edit Below-- local BP_MachineBase = require("Script.Blueprint.SceneObj.Machine.BP_MachineBase") diff --git a/InfFire/Script/Blueprint/UGCGameState.lua b/InfFire/Script/Blueprint/UGCGameState.lua index 68f251a4..3b7ef294 100644 --- a/InfFire/Script/Blueprint/UGCGameState.lua +++ b/InfFire/Script/Blueprint/UGCGameState.lua @@ -6,21 +6,21 @@ UGCGameSystem.UGCRequire('Script.Common.ue_enum_custom') require('Script.Global.Global') -local UGCGameState = {}; +local UGCGameState = {}; --- 服务器时间 -UGCGameState.ServerTime = 0; +UGCGameState.ServerTime = 0; --- 服务器时间 - 客户端时间的差值;如果想在服务器求客户端时间:当前时间 - 该值; UGCGameState.ServerTimeDiff = 0; --- 地图数据 -UGCGameState.MapData = { SelectMapIndex = {}; }; +UGCGameState.MapData = { SelectMapIndex = {}; }; ---@type table> 玩家 Key 列表 -UGCGameState.PlayerList = {}; +UGCGameState.PlayerList = {}; --- 游戏进程数据 -UGCGameState.CountDownTime = 0; -UGCGameState.AccountTable = {}; -UGCGameState.ArchiveTable = {}; -UGCGameState.PlayerKDAs = {}; +UGCGameState.CountDownTime = 0; +UGCGameState.AccountTable = {}; +UGCGameState.ArchiveTable = {}; +UGCGameState.PlayerKDAs = {}; function UGCGameState:ReceiveBeginPlay() --- 初始化 @@ -33,19 +33,23 @@ function UGCGameState:ReceiveBeginPlay() if MiniGameManager == nil then MiniGameManager = require("Script.Blueprint.Mini.MiniGameManager") end - if GlobalBeginTool then GlobalBeginTool:ReceiveBeginPlay(); end + if GlobalBeginTool then + GlobalBeginTool:ReceiveBeginPlay(); + end table.func(MiniGameManager, "ReceiveBeginPlay", self); end function UGCGameState:ReceiveTick(DeltaTime) - if GlobalTickTool then GlobalTickTool:ReceiveTick(DeltaTime, self:GetServerTime()); end + if GlobalTickTool then + GlobalTickTool:ReceiveTick(DeltaTime, self:GetServerTime()); + end end function UGCGameState:ReceiveEndPlay() - DefaultSettings = nil; - EventTypes = nil; - GameState = nil; - LocalPlayerKey = nil; + DefaultSettings = nil; + EventTypes = nil; + GameState = nil; + LocalPlayerKey = nil; LocalPlayerController = nil; UnableTable(); UnableTool(); @@ -78,39 +82,49 @@ end ---@param InArchiveData table ---@param InAccountData table function UGCGameState:HandlePlayerDatas(InPlayerKey, InArchiveData, InAccountData, IgnoreList) - InArchiveData.GameTimes = (InArchiveData.GameTimes or 0) + 1; -- 又多玩了一局游戏 - self.ArchiveTable[InPlayerKey] = InArchiveData; + InArchiveData.GameTimes = (InArchiveData.GameTimes or 0) + 1; -- 又多玩了一局游戏 + self.ArchiveTable[InPlayerKey] = TableHelper.DeepCopy(InArchiveData); + if ArchiveTable[InPlayerKey] == nil then + UGCLogSystem.Log("[UGCGameState:HandlePlayerDatas] 执行") + ArchiveTable[InPlayerKey] = InArchiveData; + end for i, v in pairs(IgnoreList) do self.ArchiveTable[InPlayerKey][v] = nil; end self.AccountTable[InPlayerKey] = InAccountData; - + DOREPONCE(self, "ArchiveTable"); DOREPONCE(self, "AccountTable"); end function UGCGameState:OnRep_PlayerKDAs() - if table.isEmpty(self.PlayerKDAs) then return end + if table.isEmpty(self.PlayerKDAs) then + return + end UGCEventSystem.SendEvent(EventTypes.AllPlayerKDAChange, self:HandleAllKDAs()); end function UGCGameState:HandleAllKDAs() - if table.isEmpty(self.PlayerKDAs) then return; end + if table.isEmpty(self.PlayerKDAs) then + return ; + end local AllKDAs = {}; local Max = 0; for PlayerKey, KD in pairs(self.PlayerKDAs) do local Kill = KD[1] or 0; local Dead = KD[2] or 0; table.insert(AllKDAs, { - Kill = Kill, - Dead = Dead, - IsSelf = LocalPlayerKey == PlayerKey, + Kill = Kill, + Dead = Dead, + IsSelf = LocalPlayerKey == PlayerKey, PlayerKey = PlayerKey, }); if PlayerKey == LocalPlayerKey then LocalKillNum = Kill; end - if Max < Kill then Max = Kill; end + if Max < Kill then + Max = Kill; + end end MaxKillNum = Max; table.sort(AllKDAs, function(a, b) @@ -122,13 +136,13 @@ function UGCGameState:HandleAllKDAs() end return a.Kill > b.Kill; end); - + local No, Kill = -1, 1; for i = 1, #AllKDAs do local Item = AllKDAs[i]; if Kill == Item.Kill then else - No = i; + No = i; Kill = Item.Kill; end AllKDAs[i].No = No; @@ -141,13 +155,14 @@ function UGCGameState:OnRep_ArchiveTable() ArchiveTable = self.ArchiveTable; if table.isEmpty(ArchiveTable) then return ; end if LocalPlayerKey == nil then return ; end - if ArchiveTable[LocalPlayerKey] == nil then return; end - local GameTimes = ArchiveTable[LocalPlayerKey].GameTimes - if GameTimes ~= nil and GameTimes <= DefaultSettings.ShowFaceNoticeGameTimes then - if not DefaultSettings.EnableTest then - WidgetManager:ShowPanel(WidgetConfig.EUIType.FaceNotice, false); - end - end + if ArchiveTable[LocalPlayerKey] == nil then return ; end + + --local GameTimes = ArchiveTable[LocalPlayerKey].GameTimes + --if GameTimes ~= nil and GameTimes <= DefaultSettings.ShowFaceNoticeGameTimes then + -- if not DefaultSettings.EnableTest then + -- WidgetManager:ShowPanel(WidgetConfig.EUIType.FaceNotice, false); + -- end + --end end function UGCGameState:OnRep_AccountTable() @@ -190,13 +205,19 @@ function UGCGameState:LoadMap(MapNameList) end function UGCGameState:OnRep_LoadMapName() - if table.isEmpty(self.LoadMapName) then return ; end + if table.isEmpty(self.LoadMapName) then + return ; + end UGCLogSystem.LogTree(string.format("[UGCGameState:OnRep_LoadMapName] self.LoadMapName ="), self.LoadMapName); local LoadedMaps = {}; for i, v in pairs(self.LoadMapName) do - if v.Load then table.insert(LoadedMaps, v.Name); end + if v.Load then + table.insert(LoadedMaps, v.Name); + end + end + if table.isEmpty(LoadedMaps) then + return ; end - if table.isEmpty(LoadedMaps) then return ; end UGCEventSystem.SendEvent(EventTypes.OnMapLoaded, LoadedMaps); MiniGameManager:OnMapLoadComplete() -- 加载小地图 @@ -244,12 +265,14 @@ function UGCGameState:UnloadMap() LevelStreamTool.UnLoadStreamLevels(MapNames, { Object = self, Func = self.UnLoadMapFinish }, false); self.MapData.SelectMapIndex = {}; -- 重置 ClientAlready - self.bInitOnce = false; + self.bInitOnce = false; end end function UGCGameState:OnRep_MapData() - if table.isEmpty(self.MapData.SelectMapIndex) then return end + if table.isEmpty(self.MapData.SelectMapIndex) then + return + end --self:LoadMinimap(self.MapData.SelectMapIndex); end @@ -279,7 +302,9 @@ end function UGCGameState:OnMapLoaded() --- 加载地图上的东西 UGCLogSystem.Log("[UGCGameState:OnMapLoaded] 执行") - UGCEventSystem.SetTimer(self, function() self:PostOnMapLoaded(); end, 2); + UGCEventSystem.SetTimer(self, function() + self:PostOnMapLoaded(); + end, 2); -- 检测一下是否有默认地图 MiniGameManager:OnMapLoadComplete(); for i, v in pairs(self.LoadMapName) do @@ -333,7 +358,7 @@ function UGCGameState:OnGameEnded() UGCPawnSystem.LeavePawnState(v, EPawnState.Move); v:K2_DestroyActor() end - + self:ShowUIByType(WidgetConfig.EUIType.GameEnd, true) end end @@ -393,12 +418,14 @@ UGCGameState.bInitOnce = false; UGCGameState.HasPoison = 0; function UGCGameState:OnClientAlready() - if self.bInitOnce then return end + if self.bInitOnce then + return + end UGCEventSystem.SendEvent(EventTypes.ClientAlready) - + local ServerTime = self:GetServerTime() UGCLogSystem.Log("[UGCGameState:OnClientAlready] 执行 ServerTime = %f", ServerTime); - + if IsServer then UGCLogSystem.Log("[UGCGameState:OnClientAlready] 执行") self:OnGameActive(-1) @@ -407,11 +434,11 @@ function UGCGameState:OnClientAlready() GlobalBeginTool:ReceiveClientAlready() GlobalBeginTool = nil; end - + if MiniGameManager then table.func(MiniGameManager, "OnClientAlready"); end - + self.bInitOnce = true; end @@ -445,7 +472,7 @@ end function UGCGameState:BeforeReset(InTime) for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do local PlayerKey = v.PlayerKey; - local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey); + local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey); if UE.IsValidPawn(Pawn) then Pawn:K2_DestroyActor(); end @@ -456,7 +483,9 @@ end function UGCGameState:ResetKill() -- 重置其他的 - for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do v:ResetGame(); end + for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do + v:ResetGame(); + end end --- 重置游戏 @@ -496,7 +525,9 @@ function UGCGameState:ClearWrappers() UE.FindActorsByClass(self:GetWrapperClass(), InTable, function(InIndex, InActor) return InActor:GetOwner() == nil; end); - for i, v in pairs(InTable) do v:K2_DestroyActor(); end + for i, v in pairs(InTable) do + v:K2_DestroyActor(); + end end ----------------------------------------- 武器 ----------------------------------------- @@ -508,8 +539,12 @@ end ----------------------------------------- 载具 ----------------------------------------- --- 清空地面上的载具 function UGCGameState:ClearVehicles() - if table.isEmpty(self.Vehicles) then self:FindVehicles(); end - for i, v in pairs(self.Vehicles) do v:K2_DestroyActor(); end + if table.isEmpty(self.Vehicles) then + self:FindVehicles(); + end + for i, v in pairs(self.Vehicles) do + v:K2_DestroyActor(); + end self.Vehicles = {}; end @@ -525,7 +560,9 @@ end -- 查找载具 function UGCGameState:FindVehicles() - if table.isEmpty(self.Vehicles) then self:LoadVehicles(); end + if table.isEmpty(self.Vehicles) then + self:LoadVehicles(); + end return self.Vehicles; end @@ -564,7 +601,9 @@ function UGCGameState:SelectMiniType(InMiniType) end function UGCGameState:OnRep_CurrMiniType() - if self.CurrMiniType < 0 then return ; end + if self.CurrMiniType < 0 then + return ; + end if MiniGameManager ~= nil then MiniGameManager:LoadMiniGame(self.CurrMiniType); end @@ -603,7 +642,9 @@ function UGCGameState:SetMiniInfo(InMiniInfo) end function UGCGameState:OnRep_MiniInfo(InOld) - if table.isEmpty(self.MiniInfo) then return ; end + if table.isEmpty(self.MiniInfo) then + return ; + end -- 发送出去 UGCLogSystem.LogTree(string.format("[UGCGameState:OnRep_MiniInfo] MiniInfo"), self.MiniInfo) if MiniGameManager then @@ -653,7 +694,9 @@ function UGCGameState:CustomLog(Color, InStr, ...) if self.CustomLogList == nil then self.CustomLogList = {}; GlobalTickTool:AddTick(self, function(o, dt, st) - if table.isEmpty(o.CustomLogList) then return ; end + if table.isEmpty(o.CustomLogList) then + return ; + end -- 发送 RPC UnrealNetwork.CallUnrealRPC_Multicast(self, "CustomLog", o.CustomLogList); o.CustomLogList = {}; diff --git a/InfFire/Script/Blueprint/UGCPlayerState.lua b/InfFire/Script/Blueprint/UGCPlayerState.lua index de0ce60b..030f583b 100644 --- a/InfFire/Script/Blueprint/UGCPlayerState.lua +++ b/InfFire/Script/Blueprint/UGCPlayerState.lua @@ -30,7 +30,7 @@ function UGCPlayerState:UpdateWeaponAttachment(Pawn, InWeapon) ArchiveTable[self.PlayerKey].Weapons[ItemId] = Parts; UGCLogSystem.Log("[UGCPlayerState:UpdateWeaponAttachment] 更新配件"); -- 直接保存即可(主要是没几把枪) - UGCPlayerStateSystem.SavePlayerArchiveData(self.UID, ArchiveTable[self.PlayerKey]); + UGCPlayerStateSystem.SavePlayerArchiveData(AccountTable[self.PlayerKey].UID, ArchiveTable[self.PlayerKey]); end --function UGCPlayerState:GetReplicatedProperties() diff --git a/InfFire/Script/GameAttribute/game_attribute_type.lua b/InfFire/Script/GameAttribute/game_attribute_type.lua new file mode 100644 index 00000000..095f0d90 --- /dev/null +++ b/InfFire/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/InfFire/Script/Global/DefaultSettings.lua b/InfFire/Script/Global/DefaultSettings.lua index 121e4587..950d5678 100644 --- a/InfFire/Script/Global/DefaultSettings.lua +++ b/InfFire/Script/Global/DefaultSettings.lua @@ -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> @@ -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 diff --git a/InfFire/Script/Global/Tool/ItemTool.lua b/InfFire/Script/Global/Tool/ItemTool.lua index f29facd1..fdfecdd1 100644 --- a/InfFire/Script/Global/Tool/ItemTool.lua +++ b/InfFire/Script/Global/Tool/ItemTool.lua @@ -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 diff --git a/InfFire/Script/Global/WidgetManager/WidgetConfig.lua b/InfFire/Script/Global/WidgetManager/WidgetConfig.lua index 1fbd0e8c..e57a23a6 100644 --- a/InfFire/Script/Global/WidgetManager/WidgetConfig.lua +++ b/InfFire/Script/Global/WidgetManager/WidgetConfig.lua @@ -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 diff --git a/InfFire/Script/UI/WB_Main.lua b/InfFire/Script/UI/WB_Main.lua index 4d3002e0..591c2332 100644 --- a/InfFire/Script/UI/WB_Main.lua +++ b/InfFire/Script/UI/WB_Main.lua @@ -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 diff --git a/InfFire/Script/gamemode/Action_PlayerLogin.lua b/InfFire/Script/gamemode/Action_PlayerLogin.lua index dafbabfe..102fcd1a 100644 --- a/InfFire/Script/gamemode/Action_PlayerLogin.lua +++ b/InfFire/Script/gamemode/Action_PlayerLogin.lua @@ -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" });