local Action_GameActive = {} -- 触发器激活时,将执行Action的Execute function Action_GameActive:Execute(...) self:LuaInit() return true end function Action_GameActive:LuaInit() self.TotalWaitTime = DefaultSettings.SelectMapTime + DefaultSettings.SelectSoldierTime; self.IncreaseTime = 0.; self.CountDownTimer = 0.; UGCEventSystem.AddListener(EventTypes.AllPlayerHadSelectMap, self.OnAllPlayerHadSelectMap, self) end function Action_GameActive:Update(DeltaSeconds) if self.TotalWaitTime > 0 then self.TotalWaitTime = self.TotalWaitTime - DeltaSeconds; self.CountDownTimer = self.CountDownTimer + DeltaSeconds; if self.CountDownTimer >= .5 then self.CountDownTimer = self.CountDownTimer - .5; if self.TotalWaitTime <= 0.5 then UGCLogSystem.Log("[Action_GameActive:Update] 进入Update CountDown") UGCGameSystem.GameState:UpdateCountDown(0); self.bEnableActionTick = false; else UGCLogSystem.Log("[Action_GameActive:Update] self.TotalWaitTime = %s", tostring(self.TotalWaitTime)) UGCGameSystem.GameState:UpdateCountDown(self.TotalWaitTime); end end end end function Action_GameActive:OnAllPlayerHadSelectMap(InTime) self.TotalWaitTime = InTime; end return Action_GameActive;