local Dir = "Script.Global.Plugin."; local PluginManager = {}; ------------------------------------------- 初始化 ------------------------------------------- PluginManager.Config = {}; PluginManager.Owner = nil; PluginManager.Plugins = {}; function PluginManager:Init(InOwner) self.Config = require(Dir .. "PluginConfig") self.Owner = InOwner; for i, v in pairs(self.Config) do local PluginItem = require(v.Script); local Item = setmetatable({}, { __index = PluginItem, __metatable = PluginItem, }); self.Plugins[v.Name] = Item; self.Owner[v.Name] = Item; _G[v.Name] = _G[v.Name] or Item; table.func(self.Owner[v.Name], "Init", InOwner); -- 注册 RPC Item["SendRPC"] = function(Self, InFuncName, ...) end end -- 输出试一下 end ------------------------------------------- 注册函数 ------------------------------------------- function PluginManager:OnClientAlready() self:PluginManagerFunc_Internal("OnClientAlready"); end function PluginManager:OnMapLoaded() self:PluginManagerFunc_Internal("OnMapLoaded"); end function PluginManager:OnPlayerLogin(InPlayerKey) self:PluginManagerFunc_Internal("OnPlayerLogin", InPlayerKey); end function PluginManager:OnPlayerLevel(InPlayerKey) self:PluginManagerFunc_Internal("OnPlayerLevel", InPlayerKey); end function PluginManager:OnPawnInit(Pawn) self:PluginManagerFunc_Internal("OnPawnInit", Pawn); end function PluginManager:OnPlayerTakeDamage(DamagedActor, Damage, DamageType, EventInstigator) self:PluginManagerFunc_Internal("OnPlayerTakeDamage", DamagedActor, Damage, DamageType, EventInstigator); end function PluginManager:OnPlayerDead(DeadPlayerKey, KillerPlayerKey) self:PluginManagerFunc_Internal("OnPlayerDead", DeadPlayerKey, KillerPlayerKey); end function PluginManager:OnPlayerReceiveDamage(DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser) self:PluginManagerFunc_Internal("OnPlayerReceiveDamage", DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser); end function PluginManager:OnPlayerRespawn(InPlayerKey) self:PluginManagerFunc_Internal("OnPlayerRespawn", InPlayerKey); end function PluginManager:OnPlayerPossessed(Pawn, NewController) self:PluginManagerFunc_Internal("OnPlayerPossessed", Pawn, NewController); end function PluginManager:OnPlayerPickup(PlayerController, Target, ItemID, Count) self:PluginManagerFunc_Internal("OnPlayerPickup", PlayerController, Target, ItemID, Count); end function PluginManager:OnPlayerGetWeapon(InPawn, Weapon) self:PluginManagerFunc_Internal("OnPlayerGetWeapon", InPawn, Weapon); end function PluginManager:OnWeaponBulletHit(InPawn, ShootWeapon, Bullet, HitInfo) self:PluginManagerFunc_Internal("OnWeaponBulletHit", InPawn, ShootWeapon, Bullet, HitInfo); end function PluginManager:OnPlayerShoot(InPawn, ShootWeapon, BulletID) self:PluginManagerFunc_Internal("OnPlayerShoot", InPawn, ShootWeapon, BulletID); end function PluginManager:PluginManagerFunc_Internal(InFunc, ...) local RetVal = 0; for i, v in pairs(self.Plugins) do local Val = table.func(v, InFunc, ...); if Val ~= nil then RetVal = RetVal + Val; end end return RetVal; end function PluginManager:SendPluginRPC(InPluginName, InFuncName, ...) if IsServer then if self.Plugins[InPluginName] == nil then UGCLogSystem.Log("[PluginManager:SendPluginRPC] 无法查找到 %s 的插件,请检查", InPluginName); return; end UnrealNetwork.CallUnrealRPC_Multicast(self.Owner, "ReceivePluginRPC", InPluginName, InFuncName, ...); else end end return PluginManager;