EventConfig = EventConfig or {} --- Action Tick的频率 EventConfig.TickFrequency = 24. 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 PlayerDeathInfo = 3001, -- 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 PlayerPossessed = 3003, -- 玩家受控 PlayerKey PlayerBeginPlay = 3004, -- 玩家受控 PlayerPawn UpdatePlayerStartList = 10001, -- 通知出生点控制器进行更新出生点指针 AchievementSettlement = 10006, -- 成就事件游戏结算 UpdatePlayerScoreData = 20002, -- 玩家得分信息更新 通过UGCGameSystem.GameState.PlayerScoreDatas 获取玩家得分信息 AddTip = 20005, -- 添加提提示 TipStr TipType GameWillBegin = 20010, -- 游戏即将开始 UpdatePlayerRank = 20101, -- 玩家排行榜信息更新 --- Game DiagramsBattlefield Event LoadMap = 50006, -- 关卡加载 MapConifg.MapType SelectMapCallBack = 50007, -- 地图选择服务器的回调 bSucceed, MapType SelectDefaultWeaponCallBack = 50008, -- 默认武器选择回调 bSucceed, WeaponID RandomSelectVoteMap = 50009, PlayerIsAliveIsChange = 60002, -- 玩家存活列表改变 --- Game LineOfDefense PlaceMode = 70001, -- 启用放置模式 LineOfDefenseMode = 70002, -- 启用防线模式 PlaceItemTypeIsChange = 71001, -- 客户端选择放置的Item类型改变 ItemType PlaceModeChange = 71002, -- 放置模式改变 EPlaceMode UpdatePlaceValue = 71003, -- 更新放置值 PlaceValue, PlaceMaxValue UpdatePlacedItemCount = 71004, -- 更新放置数量 PlacedItemCount ImportPlacementCallBack = 71005, -- 导入代码回调 EPlaceDecodeCallback PlayerEnterLineOfDefense = 71006, -- 玩家进入防线 PlayerKey RunMapTest = 71007, -- 服务器开启跑图测试 RerunNowRound = 71008, -- 重跑当前回合的跑图测试 BackToPlaceMode = 71009, -- 回退到放置模式 SaveRunMap = 71010, -- 保存地图 Name:string UpdatePlaceModeSavedMapList = 71011, -- 放置模式下更新保存的地图 {{MapName = str, MapCode = str, LikeNum = uint, BrickNum = uint}, ...} UpdatePlayMap = 71012, -- 游玩的地图更新 MapIndex UnlockCallBack = 71013, -- 解锁回调 UnlockSucceed EUnlockType IncrementCallBack = 71013, -- 增量回调 IncrementSucceed EUnlockType UpdateLastPlayMapInfo = 71014, -- 上一位防守方玩法信息更新 UpdateDefender = 71015, -- 更新守方 PlayerKey PlayerWeaponCombinationUpdate = 72001, -- 玩家可选的武器配置列表更新 [PlayerKey] = CombinationType PlayerSelectedWeaponIndexUpdate = 72002, -- 玩家选择的武器配置索引更新 [PlayerKey] = Index } --- 模式编辑器的默认事件映射 EventConfig.GameModeEditEventMap = { ["DSStartUp"] = EventEnum.DSStartUp, ["PlayerLogin"] = EventEnum.PlayerLogin, ["PlayerExit"] = EventEnum.PlayerExit, } --- 事件包含的的参数名 EventConfig.EventParam = { --[[ Template [EventEnum.] = {"PlayerKey",}, ]] [EventEnum.DSStartUp] = {}, [EventEnum.PlaceMode] = {}, [EventEnum.LineOfDefenseMode] = {}, [EventEnum.PlayerLogin] = {"PlayerPawn", "PlayerKey"}, [EventEnum.PlayerExit] = {"PlayerPawn", "PlayerKey"}, [EventEnum.GameStateChange] = {"GameState"}, [EventEnum.WaitPlayerJoin] = {}, [EventEnum.GamePlay] = {}, [EventEnum.GameEnd] = {}, [EventEnum.RoundBegining] = {}, [EventEnum.RoundEnd] = {}, [EventEnum.PlayerLogin] = {"PlayerKey",}, [EventEnum.PlayerExit] = {"PlayerKey",}, [EventEnum.PlayerDeathInfo] = {"VictimKey", "CauserKey", "WeaponID", "DamageType", "IsHeadShotDamage", "Distance", "DamageValue"}, [EventEnum.PlayerInjuryInfo] = {"VictimKey", "CauserKey", "WeaponID", "DamageType", "IsHeadShotDamage", "Distance", "DamageValue"}, [EventEnum.PlayerPossessed] = {"PlayerKey",}, [EventEnum.RunMapTest] = {}, } EventConfig.ActionType = { ---Player PlayerLogin = 1001, PlayerExit = 1002, PlayerDeadUpdateInfo = 1003, PlayerRespawn = 1004, PlayerAddEnergy = 1005, PlayerPossessed = 1006, EnableInfBullets = 1007, ---GameState WaitPlayerJoin = 2001, GamePlay = 2002, GameEnd = 2003, RoundBegining = 2004, RoundEnd = 2005, RespiratoryRegurgitation= 3001, -- 呼吸回血 TestPlaceMap = 10001, } --- Action 配置游戏模式的默认参数,该参数会被传入参数可被覆盖(传入参数有效才会覆盖),不填则使用Action中的默认参数或被传入参数覆盖 EventConfig.ActionInfo = { -- Player [EventConfig.ActionType.PlayerLogin] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerLogin", ActionParam = { PlayerKey = -1, }, }, [EventConfig.ActionType.PlayerExit] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerExit", ActionParam = { PlayerKey = -1, -- 玩家不足以支持游戏时触发的游戏结束事件 EndEvent = EventEnum.GameEnd, }, }, [EventConfig.ActionType.PlayerRespawn] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerRespawn", ActionParam = { PlayerKey = -1, -- 复活等待的时间 DelayTime = 3., }, }, [EventConfig.ActionType.PlayerDeadUpdateInfo] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerDeadUpdateInfo", ActionParam = { DeadPlayerKey = -1, KillerPlayerKey = -1, WeaponID = -1, }, }, [EventConfig.ActionType.PlayerPossessed] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerPossessed", ActionParam = { }, }, [EventConfig.ActionType.EnableInfBullets] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_EnableInfBullets", ActionParam = { }, }, -- GameState [EventConfig.ActionType.WaitPlayerJoin] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_WaitingPlayer", ActionParam = { -- 等待玩家加入的时长 WaitTime = GlobalConfigs.GameSetting.WaitTime, -- 等待结束触发的事件 WaitFinishEvent = EventEnum.RoundBegining, -- 等待结束玩家不足时触发的事件 WaitFailureEvent = EventEnum.GameEnd, -- 至少等待时长 AtLeastWaitingTime = 5, -- 游戏即将开始提示的时间 GameWillBeginWaitTime = 5, }, }, [EventConfig.ActionType.GamePlay] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_Play", ActionParam = { -- 游戏游玩时长 GameTime = GlobalConfigs.GameSetting.GameTime, -- 游戏结束事件 GameEndEvent = EventEnum.GameEnd, }, }, [EventConfig.ActionType.GameEnd] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_GameEnd", ActionParam = { -- 延迟关闭DS时间 DelayOffDS = 30.; }, }, [EventConfig.ActionType.PlayerAddEnergy] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerAddEnergy", ActionParam = { }, }, [EventConfig.ActionType.TestPlaceMap] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_TestPlaceMap", ActionParam = { }, }, [EventConfig.ActionType.RoundBegining] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_RoundBegining", ActionParam = { GameTime = GlobalConfigs.GameModeSetting.RoundTime; PreparationTime = GlobalConfigs.GameModeSetting.RoundReadyTime; GameEndEvent = EventEnum.RoundEnd; }, }, [EventConfig.ActionType.RoundEnd] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_RoundEnd", ActionParam = { GameTime = 8; GameEndEvent = EventEnum.GameEnd; NewRoundEvent = EventEnum.RoundBegining; }, }, [EventConfig.ActionType.RespiratoryRegurgitation] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_RespiratoryRegurgitation", ActionParam = { }, }, } --- 事件绑定Action 参数映射 [EventParamName] = "ActionParamName" EventConfig.EventAttach = { [EventEnum.DSStartUp] = { [EventConfig.ActionType.RespiratoryRegurgitation] = {}, }, [EventEnum.PlaceMode] = { }, [EventEnum.LineOfDefenseMode] = { [EventConfig.ActionType.WaitPlayerJoin] = {}, [EventConfig.ActionType.EnableInfBullets] = {}, }, [EventEnum.GamePlay] = { [EventConfig.ActionType.GamePlay] = {}, }, [EventEnum.GameEnd] = { [EventConfig.ActionType.GameEnd] = {}, }, [EventEnum.PlayerLogin] = { [EventConfig.ActionType.PlayerLogin] = { ["PlayerKey"] = "PlayerKey" } }, [EventEnum.PlayerExit] = { [EventConfig.ActionType.PlayerExit] = { ["PlayerKey"] = "PlayerKey" } }, [EventEnum.PlayerDeathInfo] = { [EventConfig.ActionType.PlayerRespawn] = { ["VictimKey"] = "PlayerKey" }, [EventConfig.ActionType.PlayerDeadUpdateInfo] = { ["VictimKey"] = "DeadPlayerKey", ["CauserKey"] = "KillerPlayerKey", ["WeaponID"] = "WeaponID", } }, [EventEnum.PlayerPossessed] = { [EventConfig.ActionType.PlayerPossessed] = { ["PlayerKey"] = "PlayerKey" } }, [EventEnum.RunMapTest] = { [EventConfig.ActionType.TestPlaceMap] = {}, }, [EventEnum.RoundBegining] = { [EventConfig.ActionType.RoundBegining] = {}; }, [EventEnum.RoundEnd] = { [EventConfig.ActionType.RoundEnd] = {}; }, } function EventConfig.CheckEventAttach(EventType) return ( EventConfig.EventParam[EventType] ~= nil and table.getCount(EventConfig.EventAttach[EventType]) > 0 ) end