local EventAction_PlayerDeadUpdateInfo = { DeadPlayerKey = -1; KillerPlayerKey = -1; WeaponID = -1; } -- 触发器激活时,将执行Action的Execute function EventAction_PlayerDeadUpdateInfo:Execute(...) if not UGCGameSystem.IsServer() then return end -- 判断是否在游戏 if UGCGameSystem.GameState.GameStateType ~= CustomEnum.EGameState.Playing and UGCGameSystem.GameState.GameStateType ~= CustomEnum.EGameState.Waiting then return true end -- 判断死亡玩家是否正常 if self.DeadPlayerKey < 0 then return end -- 击杀队友不计算得分 if UGCPlayerStateSystem.GetTeamID(self.DeadPlayerKey) == UGCPlayerStateSystem.GetTeamID(self.KillerPlayerKey) then return true end if self.DeadPlayerKey ~= self.KillerPlayerKey and self.KillerPlayerKey > 0 then -- 增加击杀得分 PlayerScoreSystem.AddPlayerScoreData(self.KillerPlayerKey, PlayerScoreSystem.Config.EScoreType.Kills, 1) -- 额外得分逻辑 self:OtherKillSucceedLogic() end -- 记录死亡数 PlayerScoreSystem.AddPlayerScoreData(self.DeadPlayerKey, PlayerScoreSystem.Config.EScoreType.Deaths, 1) return true end --- 额外得分逻辑 function EventAction_PlayerDeadUpdateInfo:OtherKillSucceedLogic() -- 增加队伍得分 -- UGCGameSystem.GameState:AddTeamScore(UGCPlayerStateSystem.GetTeamID(self.KillerPlayerKey), 1) -- 发送击杀增加得分 UGCSendRPCSystem.RPCEvent(self.KillerPlayerKey, EventEnum.AddTip, TipConfig.TipType.AddScore, PlayerScoreSystem.Config.EScoreType.Kills) end return EventAction_PlayerDeadUpdateInfo