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 -- 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 then -- 增加击杀得分 PlayerScoreSystem.AddPlayerScoreData(self.KillerPlayerKey, PlacementModeConfig.AddScoreType.KillAddScore, 1) -- 发送得分信息 UGCSendRPCSystem.RPCEvent(self.KillerPlayerKey, EventEnum.AddTip, TipConfig.TipType.AddScore, PlacementModeConfig.AddScoreType.KillAddScore) -- 每日任务增加击杀 UGCGameSystem.GameState:AddTaskCountByType(self.KillerPlayerKey, DailyTasksConfig.ETaskType.KillPlayer, 1) end -- 记录死亡数 PlayerScoreSystem.AddPlayerScoreData(self.DeadPlayerKey, PlacementModeConfig.AddScoreType.Dead, 1) return true end return EventAction_PlayerDeadUpdateInfo