---@class UGCPlayerController_C:BP_UGCPlayerController_C --Edit Below-- ---@type UGCPlayerController_C local UGCPlayerController = { NeedExePlayerIsFirstTimePlaying = false; -- 可获得的增益次数 CanObtainIncreaseCount = 0; -- 当前可选择的增益 NowCanSelectIncrease = {}; -- 拥有的增益 OwnedIncrease = {}; -- [IncreaseType] = Level -- 增益已满 IncreaseIsFull = false; }; -- Replicated ------------------------------------------------------------------------------------------------------- function UGCPlayerController:GetReplicatedProperties() return "CanObtainIncreaseCount", "NowCanSelectIncrease", "OwnedIncrease" end function UGCPlayerController:OnRep_CanObtainIncreaseCount() if UGCEventSystem then UGCEventSystem.SendEvent(EventEnum.UpdateCanObtainIncreaseCount, self, self.CanObtainIncreaseCount) end end function UGCPlayerController:OnRep_NowCanSelectIncrease() if UGCEventSystem then UGCEventSystem.SendEvent(EventEnum.UpdateNowCanSelectIncrease, self, self.NowCanSelectIncrease) end end function UGCPlayerController:OnRep_OwnedIncrease() if UGCEventSystem then UGCEventSystem.SendEvent(EventEnum.UpdateOwnedIncrease, self, self.OwnedIncrease) end end -- Replicated End --------------------------------------------------------------------------------------------------- function UGCPlayerController:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); require("Script.Global.WidgetManager.WidgetManager") -- 不要自动切换相机 self.bAutoManageActiveCameraTarget = false self.OnPlayerTeamIDChanged:Add(self.PlayerTeamIDChanged, self) if self:HasAuthority() then -- 更新出生点位置 self:UpdatePlayerStartType() self.PlayerControllerRespawnedDelegate:AddInstance(self.ServerRespawnPlayer, self) else TipConfig.Init(self) WidgetManager:Init(WidgetConfig.PlayModeUI) self:ShowDefaultUI() UGCEventSystem.AddListener(EventEnum.GameStateChange, self.GameStateChange, self) UGCEventSystem.AddListener(EventEnum.PlayerDeathInfo, self.CameraMoveToKiller, self) UGCEventSystem.AddListener(ArchiveDataConfig.GetParamNotifyEvent(ArchiveDataConfig.EArchiveType.NumberOfPlays), self.ShowFirstPlayWidget, self) self:ShowFirstPlayWidget() UGCLogSystem.Log("[UGCPlayerController_ReceiveBeginPlay] Finish") self.PlayerControllerRespawnedDelegate:AddInstance(self.ShowRespawnWidget, self) -- self:ShowNowGameStateTypeUI() end end function UGCPlayerController:ServerRespawnPlayer() UGCLogSystem.Log("[UGCPlayerController_ServerRespawnPlayer]") -- 更新背包 if UGCGameSystem.GameState:GetGameStateType() == CustomEnum.EGameState.Playing then self:UpdatePlayerBackPack() end -- 更新增益到Pawn -- self:UpdateAlreadyOwnedBuffs() end function UGCPlayerController:AddMagnifyingGlass() self.AddMagnifyingGlassHandle = nil if UE.IsValid(self.Pawn) then for i, ItemInfo in pairs(WeaponSelectionCombinationConfig.MagnifyingGlass) do UGCLogSystem.Log("[UGCPlayerController_AddMagnifyingGlass] ItemID:%s, ItemCount:%s", tostring(ItemInfo.ItemID), tostring(ItemInfo.Count)) UGCBackPackSystem.AddItem(self.Pawn, ItemInfo.ItemID, ItemInfo.Count) end end end function UGCPlayerController:UpdatePlayerBackPack() self.DefaultBackPack = TableHelper.DeepCopy(UGCGameSystem.GameState:GetPlayerBeBornParts(self.PlayerKey)) -- 默认装备 UGCGameSystem.GameState:PlayerAddItemInfo(self.PlayerKey, self.DefaultBackPack) -- 默认武器 UGCGameSystem.GameState:UpdatePlayerWeapon(self.PlayerKey) UGCLogSystem.LogTree("[UGCPlayerController_UpdatePlayerBackPack] DefaultBackPack:", self.DefaultBackPack) UGCEventSystem.SetTimer(self, function() if UE.IsValid(self.Pawn) then self.Pawn:SetAllWeaponBulletNumToMaxOnServer(true, false) for i, v in pairs(ShootWeaponEnums) do local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(self.Pawn, v) if UE.IsValid(Weapon) then UGCGunSystem.EnableClipInfiniteBullets(Weapon, true) local MaxBulletNumInOneClip = UGCGunSystem.GetMaxBulletNumInOneClip(Weapon) Weapon:SetCurrentBulletNumInClipOnServer(MaxBulletNumInOneClip, true) -- 玩家离开换弹状态 UGCPawnSystem.LeavePawnState(self.Pawn, EPawnState.Roload) end end end end, 3) end function UGCPlayerController:PlayerTeamIDChanged(Controller) local TeamID = UGCPlayerControllerSystem.GetTeamID(Controller) UGCLogSystem.Log("[UGCPlayerController_PlayerTeamIDChanged] TeamID:%s", tostring(TeamID)) UGCEventSystem.SendEvent(EventEnum.PlayerTeamChange, Controller, TeamID) end function UGCPlayerController:UpdatePlayerStartType() if self.UpdatePlayerStartCount == nil then self.UpdatePlayerStartCount = 1 else self.UpdatePlayerStartCount = 1 + self.UpdatePlayerStartCount end local TeamID = UGCPlayerControllerSystem.GetTeamID(self) UGCLogSystem.Log("[UGCPlayerController_UpdatePlayerStartType] TeamID:%s, UpdatePlayerStartCount:%s", tostring(TeamID), tostring(self.UpdatePlayerStartCount)) if TeamID > 0 then if TeamID == 1 then self:SetStartPointType(EPlayerStartType.Team1) UGCLogSystem.Log("[UGCPlayerController_UpdatePlayerStartType] 1") else self:SetStartPointType(EPlayerStartType.Team2) UGCLogSystem.Log("[UGCPlayerController_UpdatePlayerStartType] 2") end UGCSystemLibrary.RespawnPlayer(self.PlayerKey) else self:SetStartPointType(EPlayerStartType.Team1) UGCEventSystem.SetTimer(self, self.UpdatePlayerStartType, 0.1) end end -- 判断显示拍脸图 function UGCPlayerController:ShowFirstPlayWidget() UGCLogSystem.Log("[UGCPlayerController_ShowFirstPlayWidget] PlayerKey:%s", tostring(self.PlayerKey)) local PlayNumber = ArchiveDataConfig.GetPlayerArchiveDataFromType(self.PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlays) if PlayNumber and PlayNumber <= 1 then UGCLogSystem.Log("[UGCPlayerController_ShowFirstPlayWidget] PlayNumber:%s", tostring(PlayNumber)) for i, v in pairs(WidgetConfig.FirstPlayWidget) do WidgetManager:ShowPanel(v, false) end end end function UGCPlayerController:ShowRespawnWidget() UGCLogSystem.Log("[UGCPlayerController_ShowRespawnWidget]") -- 客户端显示重选武器按键 WidgetManager:ShowPanel(WidgetConfig.EUIType.ReselectWeaponBtn, false) -- 海岛工程会重生小地图会显示错误 这里刷新一下 UGCGameSystem.GameState:LoadNowMiniMap() end -- 显示默认UI function UGCPlayerController:ShowDefaultUI() for i, UIType in pairs(WidgetConfig.DefaultShowWidget) do WidgetManager:ShowPanel(UIType, false) end end -- 游戏模式改变 function UGCPlayerController:GameStateChange(NewGameStateType) if NewGameStateType == CustomEnum.EGameState.End or NewGameStateType == CustomEnum.EGameState.InsufficientNumberOfPeople then -- 移除不可显示UI UGCLogSystem.Log("[UGCPlayerController_GameStateChange]") WidgetManager:DestroyPanel(WidgetConfig.EUIType.InvincibleTime) WidgetManager:DestroyPanel(WidgetConfig.EUIType.WaitingTime) end -- self:ShowNowGameStateTypeUI() end function UGCPlayerController:Client_PlayerIsFirstTimePlaying() if self:HasAuthority() then return end UGCLogSystem.Log("[UGCGameState_Client_PlayerIsFirstTimePlaying]") if WidgetManager.Initialized == false then self.NeedExePlayerIsFirstTimePlaying = true else self:PlayerIsFirstTimePlaying() end end function UGCPlayerController:CameraMoveToKiller(VictimKey, CauserKey) if GlobalConfigs.GameSetting.EnableLerpCamera and VictimKey == self.PlayerKey then local TrackCamera = UGCSystemLibrary.GetUniqueInstanceFromPath(UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneActor/BP_TrackKillerCamera.BP_TrackKillerCamera_C')) if UE.IsValid(TrackCamera) then self:SetViewTargetWithBlend(TrackCamera, 0.,EViewTargetBlendFunction.VTBlend_Linear, 0., false); UGCLogSystem.Log("[UGCPlayerController_CameraMoveToKiller] Succeed") else UGCLogSystem.LogError("[UGCPlayerController_CameraMoveToKiller] TrackCamera is nil") end end end --- 设置玩家的出生点类型 function UGCPlayerController:SetStartPointType(InStartPointType) self.StartPointType = InStartPointType end --- 获取玩家的出生点类型 function UGCPlayerController:GetStartPointType() if self.StartPointType == nil then self.StartPointType = EPlayerStartType.Default end return self.StartPointType end --- 商城注册 function UGCPlayerController:Server_OnUGCCommodityPlayerDataReady() UGCLogSystem.Log("[UGCPlayerController_Server_OnUGCCommodityPlayerDataReady]") --注册了名为PlacementModeConfig.PlacingAttr.GoldBrickName的协议,用于购买9000001号商品(商品表已配置该商品),单次购买数量为1 --UGCCommoditySystem.RegBuyCMD(PlacementModeConfig.PlacingAttr.GoldBrickName, 9000000, 100) UGCLogSystem.Log("[UGCPlayerController_Server_OnUGCCommodityPlayerDataReady] Finish") end -- 临时存储玩家的增幅 和 战神进度------------------------------------------------- function UGCPlayerController:SetOwnedIncrease(InOwnedIncrease) self.OwnedIncrease = InOwnedIncrease end function UGCPlayerController:GetOwnedIncrease() if self.OwnedIncrease then return self.OwnedIncrease else return {} end end -- ----------------------------------------------------------------------------- function UGCPlayerController:UpdateAlreadyOwnedBuffs() if UE.IsValid(self.Pawn) then for IncreaseType, Level in pairs(self.OwnedIncrease) do BuffSystemAPI.PlayerAddBuff(self.Pawn, GodOfWarConfig.BuffList[IncreaseType][Level]) end end end --- 获取可获得增量次数的数值 function UGCPlayerController:GetCanObtainIncreaseCount() if self.CanObtainIncreaseCount then return self.CanObtainIncreaseCount else return 0 end end --- 设置可获得增量次数的数值 function UGCPlayerController:SetCanObtainIncreaseCount(InCanObtainIncreaseCount) self.CanObtainIncreaseCount = InCanObtainIncreaseCount end --- 获取当前可选择增量类型的列表 function UGCPlayerController:GetNowCanSelectIncrease() if self.NowCanSelectIncrease then return self.NowCanSelectIncrease else return {} end end --- 设置当前可选择增量类型的列表 function UGCPlayerController:SetNowCanSelectIncrease(InNowCanSelectIncrease) self.NowCanSelectIncrease = InNowCanSelectIncrease end --- 增加可选增益层数 function UGCPlayerController:AddCanObtainIncreaseCount() -- 判断增益是否满了 if self.IncreaseIsFull then return end if self.CanObtainIncreaseCount > 0 then self.CanObtainIncreaseCount = self.CanObtainIncreaseCount + 1 else self.CanObtainIncreaseCount = 1 self:UpdateNowCanSelectIncrease() end end --- 玩家选择增益 function UGCPlayerController:PlayerSelectIncrease(SelectIndex) if self.CanObtainIncreaseCount > 0 and SelectIndex > 0 and SelectIndex <= GodOfWarConfig.CanSelectIncreaseCount then -- 给予玩家增幅 if self:PlayerAddIncrease(self.NowCanSelectIncrease[SelectIndex]) then self.CanObtainIncreaseCount = self.CanObtainIncreaseCount - 1 if self.CanObtainIncreaseCount > 0 then self:UpdateNowCanSelectIncrease() else self.NowCanSelectIncrease = {} end end end end --- 玩家获得增益 function UGCPlayerController:PlayerAddIncrease(InIncreaseType) UGCLogSystem.Log("[UGCPlayerController_PlayerAddIncrease] InIncreaseType:%s", tostring(InIncreaseType)) if self.OwnedIncrease[InIncreaseType] == nil then self.OwnedIncrease[InIncreaseType] = 0 end if #GodOfWarConfig.BuffList[InIncreaseType] > self.OwnedIncrease[InIncreaseType] then self.OwnedIncrease[InIncreaseType] = self.OwnedIncrease[InIncreaseType] + 1 local TargetPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(self.PlayerKey) if UE.IsValid(TargetPawn) then if self.OwnedIncrease[InIncreaseType] > 1 then -- 移除上一级增幅 BuffSystemAPI.PlayerRemoveBuffFromBuffAssetType(TargetPawn, GodOfWarConfig.BuffList[InIncreaseType][self.OwnedIncrease[InIncreaseType] - 1], 1) end local UseBuffRes = BuffSystemAPI.PlayerAddBuff(TargetPawn, GodOfWarConfig.BuffList[InIncreaseType][self.OwnedIncrease[InIncreaseType]]) -- 播放特效 ParticleConfig.ClientAddParticleAttachPlayer(self.PlayerKey, TargetPawn, ParticleConfig.EParticleType.AddBuff) UGCLogSystem.Log("[UGCPlayerController_PlayerAddIncrease] UseBuffRes:%s", tostring(UseBuffRes)) end return true end return false end --- 更新当前可选增益 function UGCPlayerController:UpdateNowCanSelectIncrease() UGCLogSystem.Log("[UGCPlayerController_UpdateNowCanSelectIncrease]") local PlayerCanAddIncrease = {} for i, IncreaseType in pairs(GodOfWarConfig.EIncreaseType) do if self.OwnedIncrease[IncreaseType] == nil or #GodOfWarConfig.BuffList[IncreaseType] > self.OwnedIncrease[IncreaseType] then PlayerCanAddIncrease[#PlayerCanAddIncrease + 1] = IncreaseType end end if #PlayerCanAddIncrease > 0 then table.Shuffle(PlayerCanAddIncrease) UGCLogSystem.LogTree("[UGCPlayerController_UpdateNowCanSelectIncrease] PlayerCanAddIncrease:", PlayerCanAddIncrease) for i = 0, GodOfWarConfig.CanSelectIncreaseCount - 1 do self.NowCanSelectIncrease[i + 1] = PlayerCanAddIncrease[(i % #PlayerCanAddIncrease) + 1] end UGCLogSystem.LogTree("[UGCPlayerController_UpdateNowCanSelectIncrease] NowCanSelectIncrease:", self.NowCanSelectIncrease) else -- 已满 self.NowCanSelectIncrease = {} self.CanObtainIncreaseCount = 0 self.IncreaseIsFull = true end end --- 获取玩家拥有增效的等级 function UGCPlayerController:GetOwnedIncreaseLevel(InIncreaseType) return self.OwnedIncrease[InIncreaseType] and self.OwnedIncrease[InIncreaseType] or 0 end function UGCPlayerController:GetAllOwnedIncreaseLevel() return self.OwnedIncrease end -- 临时存储玩家的增幅 End --------------------------------------------- function UGCPlayerController:GetAvailableServerRPCs() return "Client_PlayerIsFirstTimePlaying" end return UGCPlayerController;