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No commits in common. "36b75f9b0817a4f59690c3cdabdbe98fede49e12" and "b009296e20a7b756146795d195c20a29b303b718" have entirely different histories.

19 changed files with 517 additions and 179 deletions

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@ -194,7 +194,6 @@ function UGCPlayerController:GetEnableDamageText()
if not table.isEmpty(Archive) and not table.isEmpty(Archive.Disables) and Archive.Disables.DamageText ~= nil then
self.EnableDamageText = Archive.Disables.DamageText
end
return self.EnableDamageText;
end
--- 处理切换观战对象

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@ -9,15 +9,32 @@ function UGCPlayerPawn:ReceiveBeginPlay()
self.bVaultIsOpen = DefaultSettings.OpenVault;
self.DamageNotifyDelegate:Add(self.PlayerInjury, self)
--- 仅客户端
--self.OnCharacterShootDelegate:Add(function(Pawn, Weapon)
-- UGCLogSystem.Log("[UGCPlayerPawn:ReceiveBeginPlay] %s 开始射击", UE.GetName(Weapon));
--end, self);
--self.OnCharacterStartFireDelegate:Add(function(Pawn, Weapon)
-- UGCLogSystem.Log("[UGCPlayerPawn:ReceiveBeginPlay] Weapon = %s 开火", UE.GetName(Weapon))
--end, self)
end
--function UGCPlayerPawn:ReceiveTick(DeltaTime)
-- self.SuperClass.ReceiveTick(self, DeltaTime);
--end
function UGCPlayerPawn:ReceiveEndPlay()
if GlobalTickTool then GlobalTickTool:RemoveTickByOwner(self) end
self.SuperClass.ReceiveEndPlay(self);
end
--function UGCPlayerPawn:GetReplicatedProperties()
-- return;
--end
function UGCPlayerPawn:GetAvailableServerRPCs()
return "UpdateWeaponParts", "ReplacePartId"
return "UpdateWeaponParts"
end
function UGCPlayerPawn:ReceivePossessed(NewController)
@ -210,31 +227,14 @@ UGCPlayerPawn.SlotWeapons = {};
---@param Weapons table<ESurviveWeaponPropSlot, int[]> 插槽武器
function UGCPlayerPawn:UpdateSlotWeapons(Weapons)
self.SlotWeapons = TableHelper.DeepCopyTable(Weapons);
for i = 0, ESurviveWeaponPropSlot.SWPS_Max do
if self.SlotWeapons[i] then
self:CheckHasSlotWeapon(i, self.SlotWeapons[i]);
end
end
self:AddAllTelescopes();
self:CheckSlotWeapons();
end
function UGCPlayerPawn:AddAllTelescopes()
local AllDatas = UGCBackPackSystem.GetAllItemData(self)
local HadTeles = {};
for i, v in pairs(AllDatas) do
if GetItemIdType(v.ItemID) == 203 then
HadTeles[v.ItemID] = v.Count;
end
end
-- 直接给他所有的配件
for i, v in pairs(WeaponTypeParts[EWeaponPartType.Telescope]) do
if HadTeles[v] == nil then
ItemTool.AddItem(self, v, 1, false);
end
end
end
--- 通过插槽检查武器需要先配置好之后再启动该方法仅限两把武器如果只有一把武器SlotWeapons的第一个值必须为 SWPS_MainShootWeapon1
@ -346,14 +346,14 @@ function UGCPlayerPawn:UpdateWeaponParts(WeaponID, WeaponParts)
end
end
UnrealNetwork.CallUnrealRPC(self:GetPlayerControllerSafety(), self, "RecvParts", WeaponID, WeaponParts);
UnrealNetwork.CallUnrealRPC(self:GetPlayerControllerSafety(), self, "RecvWeaponParts", WeaponID, WeaponParts);
end
function UGCPlayerPawn:RecvParts(WeaponID, Parts)
function UGCPlayerPawn:RecvWeaponParts(WeaponID, Parts)
if table.isEmpty(ArchiveTable[LocalPlayerKey]) then ArchiveTable[LocalPlayerKey] = {}; end
if table.isEmpty(ArchiveTable[LocalPlayerKey].Weapons) then ArchiveTable[LocalPlayerKey].Weapons = {}; end
ArchiveTable[LocalPlayerKey].Weapons[WeaponID] = Parts;
UGCLogSystem.LogTree(string.format("[UGCPlayerPawn:RecvParts] Parts ="), Parts)
UGCLogSystem.LogTree(string.format("[UGCPlayerPawn:RecvWeaponParts] Parts ="), Parts)
UGCEventSystem.SendEvent(EventTypes.UpdateWeapons, WeaponID)
end

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@ -40,6 +40,4 @@ EventTypes = EventTypes or {
AllSelectWeaponsAlready = CountTable(); -- 所有存档数据准备就绪
UpdateEnterWeapons = CountTable(); -- 所有存档数据准备就绪
UpdateWeapons = CountTable(); -- 所有存档数据准备就绪
OpenOldWeaponParts = CountTable(); -- 所有存档数据准备就绪
}

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@ -546,10 +546,8 @@ function MiniManager:OnMiniRoundFormalStart()
end
function MiniManager:OnMiniRoundEnd()
if self.State == MiniGameState.ROUND_GAMING then
if self.CurrMiniMode.bGameEnd == false and self.CurrMiniMode.bRoundEnd == false then
table.func(self.CurrMiniMode, "OnTimeExhausted", self.State)
end
if self.CurrMiniMode.bGameEnd == false and self.CurrMiniMode.bRoundEnd == false then
table.func(self.CurrMiniMode, "OnTimeExhausted", self.State)
end
-- 通知结束了
UGCLogSystem.Log("[MiniManager:OnMiniRoundEnd] 结束")
@ -629,6 +627,36 @@ function MiniManager:OnPawnInit(Pawn)
end
end
--- 修改伤害函数
---@param DamagedActor UGCPlayerPawn_C
---@param Damage float
---@param DamageType EDamageType
---@param EventInstigator UGCPlayerController_C
--function MiniManager:OnPlayerDamage(DamagedActor, Damage, DamageType, EventInstigator)
-- UGCLogSystem.Log("[MiniManager:OnPlayerDamage] DamagedActor = %s, Damage = %f", UE.GetName(DamagedActor), Damage);
-- local CalDamage = table.func(self.CurrMiniMode, 'OnPlayerTakeDamage', DamagedActor, Damage, DamageType, EventInstigator)
-- if CalDamage == nil then return Damage; end
-- return CalDamage;
--end
--- S & C 接受到伤害函数
--function MiniManager:BPReceiveDamage(DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser)
-- if IsServer then
-- table.func(self.CurrMiniMode, 'BPReceiveDamage', DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser)
-- end
--end
--- 服务器/客户端收到伤害数据
---@param DamagedPawn UGCPlayerPawn_C
---@param Damage float
---@param DamageType UDamageType
---@param InstigatedBy UGCPlayerController_C
---@param DamageCauser AActor
--function MiniManager:ReceiveDamage(DamagedPawn, Damage, DamageType, InstigatedBy, DamageCauser)
-- UGCLogSystem.Log("[MiniManager:ReceiveDamage] 收到伤害")
-- table.func(self.CurrMiniMode, "ReceiveDamage", DamagedPawn, Damage, DamageType, InstigatedBy, DamageCauser);
--end
--- 当玩家死亡
---@param DeadPlayerKey PlayerKey
---@param KillerPlayerKey PlayerKey

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@ -110,6 +110,10 @@ function Mini_Solo:ShowSelectWeaponUI()
end
end
function Mini_Solo:AddPlayer(PlayerKey)
self:LoadArchive();
end
function Mini_Solo:OnClientAlready()
if IsServer then
for _, PS in pairs(UGCGameSystem.GetAllPlayerController(false)) do
@ -539,7 +543,6 @@ function Mini_Solo:CheckTimeExhausted_Health()
end
end
local Count = table.getCount(Table);
if Count == 0 then return nil; end
if Count == 1 then return Table[1].PlayerKey; end
table.sort(Table, function(a, b)
return a.Health > b.Health;
@ -1637,41 +1640,6 @@ function Mini_Solo:PlayerAddWeapon(PlayerKey, Weapon)
if Weapon then
UGCLogSystem.Log("[Mini_Solo:PlayerAddWeapon] 开始添加")
Pawn:AddItem(Weapon, 1, true, EFillBulletType.ClipInfinite);
-- 添加其他倍镜
local NeedAddTelescope = ItemTool.GetOtherTelescopes(Pawn);
-- 检查当前武器上是否有倍镜
for i, v in pairs(NeedAddTelescope) do
Pawn:AddItem(i, 1, false);
end
-- 判断武器上原本是否有该配件
if ArchiveTable[PlayerKey] and ArchiveTable[PlayerKey].Weapons[Weapon] then
if WeaponSuits[Weapon] then
if WeaponSuits[Weapon][EWeaponPartType.Telescope] then
local HaveParts = {};
for i, PartID in pairs(WeaponSuits[Weapon][EWeaponPartType.Telescope]) do
HaveParts[PartID] = 1;
end
local Parts = ArchiveTable[PlayerKey].Weapons[Weapon];
-- 判断是否有倍镜
local HavePart = false;
for i, PartID in pairs(Parts) do
if HaveParts[PartID] then HavePart = true; end
end
-- 移除
if not HavePart then
local Weapons = ItemTool.GetWeaponsById(Pawn, Weapon)
for i, v in pairs(Weapons) do
UGCGunSystem.RemoveGunAttachmentBySocketType(v, ItemTool.GetWeaponAttachmentSocketType(EWeaponPartType.Telescope));
end
end
end
end
end
-- 启动检测
self:CloseCheckWeaponTimer();
self.CheckWeaponTimer = UGCEventSystem.SetTimerLoop(GameState, function()
@ -1682,6 +1650,16 @@ function Mini_Solo:PlayerAddWeapon(PlayerKey, Weapon)
end
end
--- 服务器/客户端收到伤害数据
---@param DamagedPawn UGCPlayerPawn_C
---@param Damage float
---@param DamageType UDamageType
---@param InstigatedBy UGCPlayerController_C
---@param DamageCauser AActor
function Mini_Solo:ReceiveDamage(DamagedPawn, Damage, DamageType, InstigatedBy, DamageCauser)
return Damage;
end
---@param PlayerStartList table<TeamId, table<int32, APlayerStart>>
---@param Controller UGCPlayerController_C
function Mini_Solo:SelectPlayerStart(PlayerStartList, Controller)

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@ -15,9 +15,11 @@ require(Prefix .. 'RankInformation' .. Post)
function UnableTable()
ObjectPath = nil;
WeaponTable = nil;
EWeaponTypes = nil;
EWeaponIdType = nil;
WeaponTypeInfo = nil;
WeaponTable = nil;
EnglishNamedWeapon = nil;
ShootWeaponEnums = nil;
EFillBulletType = nil;
@ -26,6 +28,7 @@ function UnableTable()
WeaponTypeParts = nil;
WeaponParts = nil;
NamedWeaponParts = nil;
WeaponSuits = nil;
WeaponNameTable = nil;
WeaponAmmoIdMap = nil;
AmmoTable = nil;

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@ -20,6 +20,9 @@ require(Prefix .. 'SoundSystem')
require(Prefix .. 'GlobalInit')
require(Prefix .. 'UGCEventSystem')
require(Prefix .. 'GlobalTickTool')
require(Prefix .. 'GlobalBeginTool')
require(Prefix .. 'json')
require(Prefix .. 'UGCSystemLibrary')
require(Prefix .. 'MyWeaponSystem')
@ -30,11 +33,11 @@ require(Prefix .. 'WidgetLibrary')
if DefaultSettings.EnableTest then
require(Prefix .. 'TestTool')
--for i, v in pairs(TestTool) do
-- if type(v) == 'function' then
-- v(TestTool);
-- end
--end
for i, v in pairs(TestTool) do
if type(v) == 'function' then
v(TestTool);
end
end
end

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@ -0,0 +1,37 @@
GlobalBeginTool = {};
---@type table<table, fun(o: table)> 回调函数
GlobalBeginTool.BeginPlayFunctions = {};
GlobalBeginTool.ClientAlreadyFunctions = {};
---@generic T
---@param o T
---@param f fun(o:T) 初始化函数
function GlobalBeginTool:AddBeginPlay(o, f)
if o == nil then return end
if GlobalBeginTool.BeginPlayFunctions[o] ~= nil then return end
if type(f) ~= "function" then return end
GlobalBeginTool.BeginPlayFunctions[o] = f;
end
---@generic T
---@param o T
---@param f fun(o:T) 初始化函数
function GlobalBeginTool:AddClientAlready(o, f)
if o == nil then return end
if GlobalBeginTool.ClientAlreadyFunctions[o] ~= nil then return end
if type(f) ~= "function" then return end
GlobalBeginTool.ClientAlreadyFunctions[o] = f;
end
function GlobalBeginTool:ReceiveBeginPlay()
for o, f in pairs(self.BeginPlayFunctions) do f(o); end
self.BeginPlayFunctions = {};
end
function GlobalBeginTool:ReceiveClientAlready()
for o, f in pairs(self.ClientAlreadyFunctions) do f(o); end
self.ClientAlreadyFunctions = {};
end
return GlobalBeginTool;

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@ -571,19 +571,6 @@ function ItemTool.GetWeaponPartList(Weapon)
return Parts;
end
function ItemTool.GetWeaponPartMap(Weapon)
local Parts = {};
if Weapon and UE.IsValid(Weapon) and ItemTool.IsShootWeapon(Weapon) then
local ItemDefineIDs = UGCGunSystem.GetWeaponAllAttachmentIDList(Weapon);
for i, ItemDefineID in pairs(ItemDefineIDs) do
if ItemDefineID.bValidItem and ItemDefineID.bValidInstance then
Parts[ItemDefineID.TypeSpecificID] = 1;
end
end
end
return Parts;
end
function ItemTool.GetCurrWeaponPartList(Pawn)
local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(Pawn);
return ItemTool.GetWeaponPartList(Weapon);
@ -746,27 +733,3 @@ function ItemTool.GetFirstWeaponID(PlayerKey)
return nil;
end
--- 给玩家添加其他倍镜
function ItemTool.GetOtherTelescopes(Pawn)
local NeedAdd = {};
for i, Enum in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(Pawn, Enum);
if ItemTool.IsShootWeapon(Weapon) then
local WeaponID = Weapon:GetWeaponItemID();
if WeaponSuits[WeaponID] then
if WeaponSuits[WeaponID][EWeaponPartType.Telescope] then
for _, PartID in pairs(WeaponSuits[WeaponID][EWeaponPartType.Telescope]) do
NeedAdd[PartID] = 1;
end
local PartList = ItemTool.GetWeaponPartMap(Weapon)
for PartID, C in pairs(PartList) do
if NeedAdd[PartID] then
NeedAdd[PartID] = nil;
end
end
end
end
end
end
return NeedAdd;
end

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@ -117,18 +117,21 @@ function UE.InitArchiveData()
return {
TotalGameTimes = 0; -- 经典模式游玩次数,同步
GameTimes = 0, -- 游玩次数(包含所有模式)不同步
Weapons = {}, -- 武器配件
Weapons = {}, -- 武器配件 不同步
Score = DefaultSettings.RankScore, -- 默认 2000分 同步
WinTimes = 0, -- 一共获胜次数 不同步
GameWinTimes = 0, -- 经典模式获胜次数 同步
Kill = 0, -- 总击杀数 同步
Dead = 0, -- 总死亡数 同步
HideScore = 0, -- 隐藏分 同步
Disables = {};
-- 最后十局战绩
Last10Games = {}, -- 历史十局 同步
CurSeason = 0; -- 默认赛季 不同步
--- 赛季信息
Seasons = {}; -- 历史赛季 同步
@ -141,8 +144,6 @@ function UE.InitArchiveData()
NoSelectMaps = {}; -- 没有选择的地图
EnterWeaponIndex = nil; -- 娱乐模式的之前选择的 Index
EnterWeapons = {}; -- 娱乐模式保存的武器
bOldParts = nil, -- 是否默认开启之前的武器配件配置
};
end

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@ -0,0 +1,388 @@
--
-- json.lua
--
-- Copyright (c) 2020 rxi
--
-- Permission is hereby granted, free of charge, to any person obtaining a copy of
-- this software and associated documentation files (the "Software"), to deal in
-- the Software without restriction, including without limitation the rights to
-- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
-- of the Software, and to permit persons to whom the Software is furnished to do
-- so, subject to the following conditions:
--
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
--
local json = { _version = "0.1.2" }
-------------------------------------------------------------------------------
-- Encode
-------------------------------------------------------------------------------
local encode
local escape_char_map = {
[ "\\" ] = "\\",
[ "\"" ] = "\"",
[ "\b" ] = "b",
[ "\f" ] = "f",
[ "\n" ] = "n",
[ "\r" ] = "r",
[ "\t" ] = "t",
}
local escape_char_map_inv = { [ "/" ] = "/" }
for k, v in pairs(escape_char_map) do
escape_char_map_inv[v] = k
end
local function escape_char(c)
return "\\" .. (escape_char_map[c] or string.format("u%04x", c:byte()))
end
local function encode_nil(val)
return "null"
end
local function encode_table(val, stack)
local res = {}
stack = stack or {}
-- Circular reference?
if stack[val] then error("circular reference") end
stack[val] = true
if rawget(val, 1) ~= nil or next(val) == nil then
-- Treat as array -- check keys are valid and it is not sparse
local n = 0
for k in pairs(val) do
if type(k) ~= "number" then
error("invalid table: mixed or invalid key types")
end
n = n + 1
end
if n ~= #val then
error("invalid table: sparse array")
end
-- Encode
for i, v in ipairs(val) do
table.insert(res, encode(v, stack))
end
stack[val] = nil
return "[" .. table.concat(res, ",") .. "]"
else
-- Treat as an object
for k, v in pairs(val) do
if type(k) ~= "string" then
error("invalid table: mixed or invalid key types")
end
table.insert(res, encode(k, stack) .. ":" .. encode(v, stack))
end
stack[val] = nil
return "{" .. table.concat(res, ",") .. "}"
end
end
local function encode_string(val)
return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"'
end
local function encode_number(val)
-- Check for NaN, -inf and inf
if val ~= val or val <= -math.huge or val >= math.huge then
error("unexpected number value '" .. tostring(val) .. "'")
end
return string.format("%.14g", val)
end
local type_func_map = {
[ "nil" ] = encode_nil,
[ "table" ] = encode_table,
[ "string" ] = encode_string,
[ "number" ] = encode_number,
[ "boolean" ] = tostring,
}
encode = function(val, stack)
local t = type(val)
local f = type_func_map[t]
if f then
return f(val, stack)
end
error("unexpected type '" .. t .. "'")
end
function json.encode(val)
return ( encode(val) )
end
-------------------------------------------------------------------------------
-- Decode
-------------------------------------------------------------------------------
local parse
local function create_set(...)
local res = {}
for i = 1, select("#", ...) do
res[ select(i, ...) ] = true
end
return res
end
local space_chars = create_set(" ", "\t", "\r", "\n")
local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",")
local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u")
local literals = create_set("true", "false", "null")
local literal_map = {
[ "true" ] = true,
[ "false" ] = false,
[ "null" ] = nil,
}
local function next_char(str, idx, set, negate)
for i = idx, #str do
if set[str:sub(i, i)] ~= negate then
return i
end
end
return #str + 1
end
local function decode_error(str, idx, msg)
local line_count = 1
local col_count = 1
for i = 1, idx - 1 do
col_count = col_count + 1
if str:sub(i, i) == "\n" then
line_count = line_count + 1
col_count = 1
end
end
error( string.format("%s at line %d col %d", msg, line_count, col_count) )
end
local function codepoint_to_utf8(n)
-- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa
local f = math.floor
if n <= 0x7f then
return string.char(n)
elseif n <= 0x7ff then
return string.char(f(n / 64) + 192, n % 64 + 128)
elseif n <= 0xffff then
return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128)
elseif n <= 0x10ffff then
return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128,
f(n % 4096 / 64) + 128, n % 64 + 128)
end
error( string.format("invalid unicode codepoint '%x'", n) )
end
local function parse_unicode_escape(s)
local n1 = tonumber( s:sub(1, 4), 16 )
local n2 = tonumber( s:sub(7, 10), 16 )
-- Surrogate pair?
if n2 then
return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000)
else
return codepoint_to_utf8(n1)
end
end
local function parse_string(str, i)
local res = ""
local j = i + 1
local k = j
while j <= #str do
local x = str:byte(j)
if x < 32 then
decode_error(str, j, "control character in string")
elseif x == 92 then -- `\`: Escape
res = res .. str:sub(k, j - 1)
j = j + 1
local c = str:sub(j, j)
if c == "u" then
local hex = str:match("^[dD][89aAbB]%x%x\\u%x%x%x%x", j + 1)
or str:match("^%x%x%x%x", j + 1)
or decode_error(str, j - 1, "invalid unicode escape in string")
res = res .. parse_unicode_escape(hex)
j = j + #hex
else
if not escape_chars[c] then
decode_error(str, j - 1, "invalid escape char '" .. c .. "' in string")
end
res = res .. escape_char_map_inv[c]
end
k = j + 1
elseif x == 34 then -- `"`: End of string
res = res .. str:sub(k, j - 1)
return res, j + 1
end
j = j + 1
end
decode_error(str, i, "expected closing quote for string")
end
local function parse_number(str, i)
local x = next_char(str, i, delim_chars)
local s = str:sub(i, x - 1)
local n = tonumber(s)
if not n then
decode_error(str, i, "invalid number '" .. s .. "'")
end
return n, x
end
local function parse_literal(str, i)
local x = next_char(str, i, delim_chars)
local word = str:sub(i, x - 1)
if not literals[word] then
decode_error(str, i, "invalid literal '" .. word .. "'")
end
return literal_map[word], x
end
local function parse_array(str, i)
local res = {}
local n = 1
i = i + 1
while 1 do
local x
i = next_char(str, i, space_chars, true)
-- Empty / end of array?
if str:sub(i, i) == "]" then
i = i + 1
break
end
-- Read token
x, i = parse(str, i)
res[n] = x
n = n + 1
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "]" then break end
if chr ~= "," then decode_error(str, i, "expected ']' or ','") end
end
return res, i
end
local function parse_object(str, i)
local res = {}
i = i + 1
while 1 do
local key, val
i = next_char(str, i, space_chars, true)
-- Empty / end of object?
if str:sub(i, i) == "}" then
i = i + 1
break
end
-- Read key
if str:sub(i, i) ~= '"' then
decode_error(str, i, "expected string for key")
end
key, i = parse(str, i)
-- Read ':' delimiter
i = next_char(str, i, space_chars, true)
if str:sub(i, i) ~= ":" then
decode_error(str, i, "expected ':' after key")
end
i = next_char(str, i + 1, space_chars, true)
-- Read value
val, i = parse(str, i)
-- Set
res[key] = val
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "}" then break end
if chr ~= "," then decode_error(str, i, "expected '}' or ','") end
end
return res, i
end
local char_func_map = {
[ '"' ] = parse_string,
[ "0" ] = parse_number,
[ "1" ] = parse_number,
[ "2" ] = parse_number,
[ "3" ] = parse_number,
[ "4" ] = parse_number,
[ "5" ] = parse_number,
[ "6" ] = parse_number,
[ "7" ] = parse_number,
[ "8" ] = parse_number,
[ "9" ] = parse_number,
[ "-" ] = parse_number,
[ "t" ] = parse_literal,
[ "f" ] = parse_literal,
[ "n" ] = parse_literal,
[ "[" ] = parse_array,
[ "{" ] = parse_object,
}
parse = function(str, idx)
local chr = str:sub(idx, idx)
local f = char_func_map[chr]
if f then
return f(str, idx)
end
decode_error(str, idx, "unexpected character '" .. chr .. "'")
end
function json.decode(str)
if type(str) ~= "string" then
error("expected argument of type string, got " .. type(str))
end
local res, idx = parse(str, next_char(str, 1, space_chars, true))
idx = next_char(str, idx, space_chars, true)
if idx <= #str then
decode_error(str, idx, "trailing garbage")
end
return res
end
return json

View File

@ -14,7 +14,6 @@
---@field TextBlock_Parts UTextBlock
---@field TextBlock_WeaponName UTextBlock
---@field WB_DamageTextButton UWB_DamageTextButton_C
---@field WB_OpenOldWeaponParts UWB_OpenOldWeaponParts_C
--Edit Below--
local WB_WeaponConfiguration = {
bInitDoOnce = false;
@ -67,8 +66,6 @@ function WB_WeaponConfiguration:LuaInit()
Item:SetSelectStyle(1)
Item:BindSelectCallBack(self.ClickSelectPart, self)
end
self.WB_OpenOldWeaponParts:LuaInit();
end
function WB_WeaponConfiguration:CloseSelf()

View File

@ -1,37 +0,0 @@
---@class WB_OpenOldWeaponParts_C:UUserWidget
---@field NewButton_Shovel UNewButton
---@field WidgetSwitcher_ChangeShovel UWidgetSwitcher
--Edit Below--
---@type WB_OpenOldWeaponParts_C
local WB_OpenOldWeaponParts = { bInitDoOnce = false }
function WB_OpenOldWeaponParts:Construct()
self:LuaInit();
end
function WB_OpenOldWeaponParts:LuaInit()
if self.bInitDoOnce then return ; end
self.bInitDoOnce = true;
UITool.BindButtonClicked(self.NewButton_Shovel, self.OnClickButton, self)
UGCEventSystem.AddListener(EventTypes.OpenOldWeaponParts, self.OnOpenOldWeaponParts, self)
if ArchiveTable[LocalPlayerKey] and ArchiveTable[LocalPlayerKey].bOldParts then
self:OnOpenOldWeaponParts(ArchiveTable[LocalPlayerKey].bOldParts);
end
end
function WB_OpenOldWeaponParts:OnOpenOldWeaponParts(IsEnable)
self.bOldParts = IsEnable;
self.WidgetSwitcher_ChangeShovel:SetActiveWidgetIndex(IsEnable and 1 or 0);
end
WB_OpenOldWeaponParts.bOldParts = false;
function WB_OpenOldWeaponParts:OnClickButton()
UGCLogSystem.Log("[WB_DamageTextButton:OnClickButton] 点击")
self:OnOpenOldWeaponParts(not self.bOldParts);
UGCEventSystem.SendEvent(EventTypes.OpenOldWeaponParts, self.bOldParts);
end
return WB_OpenOldWeaponParts

View File

@ -5,7 +5,6 @@
---@field Button_Test_Custom UButton
---@field Button_TestSide UButton
---@field CanvasPanel_Test UCanvasPanel
---@field CustomizeCanvasPanel_BP_C_4 UCustomizeCanvasPanel_BP_C
---@field Overlay_EnemyHP UOverlay
---@field TextBlock_1 UTextBlock
---@field TextBlock_EnemyHP UTextBlock
@ -39,8 +38,6 @@ function WB_Main:LuaInit()
UGCEventSystem.AddListener(EventTypes.MiniStateChange, self.OnMiniStateChange, self)
UGCEventSystem.AddListener(EventTypes.ChangeSpector, self.OnChangeSpector, self)
UGCEventSystem.AddListener(EventTypes.ShowRoundWin, self.ShowRoundWin, self)
UGCEventSystem.AddListener(EventTypes.OpenOldWeaponParts, self.OpenOldWeaponParts, self)
UGCEventSystem.AddListener(EventTypes.UpdateArchiveData, self.UpdateArchiveData, self)
--- 死亡的时候显示 ID Panel
UGCEventSystem.AddListener(EventTypes.PlayerRespawn, function(MainUI, PlayerKey)
@ -82,11 +79,9 @@ function WB_Main:LuaInit()
self.WB_PID:LuaInit();
self.WB_Title1_2:LuaInit();
self.WB_Title2_2:LuaInit();
--self.WB_SelectParts:LuaInit();
self.WB_ReselectWeaponBtn:LuaInit();
--- 有显示的操作
self.WB_SelectParts:LuaInit();
self.WB_SelectParts:SetType({ EWeaponPartType.Telescope, EWeaponPartType.Grip, EWeaponPartType.Muzzle, });
--self.WB_SelectParts:SetType({ EWeaponPartType.Telescope, EWeaponPartType.Grip, EWeaponPartType.Muzzle, });
self:ShowCustomSelectWeaponBtn(false);
@ -117,21 +112,6 @@ function WB_Main:LuaInit()
GameState:UIAlready();
end
function WB_Main:OpenOldWeaponParts(IsShow)
UGCLogSystem.Log("[WB_Main:OpenOldWeaponParts] 执行")
if IsShow then
self.CustomizeCanvasPanel_BP_C_4:SetVisibility(ESlateVisibility.SelfHitTestInvisible);
else
self.CustomizeCanvasPanel_BP_C_4:SetVisibility(ESlateVisibility.Collapsed);
end
end
function WB_Main:UpdateArchiveData()
if ArchiveTable[LocalPlayerKey] then return; end
--- 默认选项
self:OpenOldWeaponParts(ArchiveTable[LocalPlayerKey].bOldParts or false);
end
function WB_Main:OnShowPanel(...)
self.WB_PID:SetIDs()
end

View File

@ -53,13 +53,13 @@ SwitchesInMaps=((Key="r.Mobile.EnableIBL",Value=0),(Key="s.StreamableDelegateLim
PlayBindingArray=[]
[JobOption]
LastJobId=600044806
LastWindowsJobId=600026723
LastAndroidJobId=600026723
LastIOSJobId=600026723
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