---@class UGCPlayerController_C:BP_UGCPlayerController_C --Edit Below-- ---@type UGCPlayerController_C local UGCPlayerController = { NeedExePlayerIsFirstTimePlaying = false; bAutoShowGuide = false; DoOnceInit = false; }; function UGCPlayerController:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); require("Script.Global.WidgetManager.WidgetManager") -- 不要自动切换相机 self.bAutoManageActiveCameraTarget = false if self:HasAuthority() then else self.InitHandle = UGCEventSystem.SetTimerLoop(self, self.Init, 0.1) self:Init() end end function UGCPlayerController:Init() if self.DoOnceInit or UGCPlayerControllerSystem.GetTeamID(self) < 0 then return end TipConfig.Init(self) WidgetManager:Init() self:ShowNowGameStateTypeUI() self:ShowDefaultUI() UnrealNetwork.CallUnrealRPC(self, UGCGameSystem.GameState, "Server_ControllerInitFinish", self.PlayerKey) UGCEventSystem.AddListener(EventEnum.GameStateChange, self.GameStateChange, self) UGCEventSystem.AddListener(EventEnum.PlayerDeathInfo, self.CameraMoveToKiller, self) if self.InitHandle then UGCEventSystem.StopTimer(self.InitHandle) self.InitHandle = nil end self.DoOnceInit = true end function UGCPlayerController:ShowNowGameStateTypeUI() if self:HasAuthority() then return end if UGCGameSystem.GameState.GameStateType == CustomEnum.EGameState.Waiting then WidgetManager:ShowPanel(WidgetConfig.EUIType.WaitingTime) elseif UGCGameSystem.GameState.GameStateType == CustomEnum.EGameState.Playing then UGCLogSystem.Log("[UGCPlayerController_ShowNowGameStateTypeUI] CloseWaitWidget") WidgetManager:ClosePanel(WidgetConfig.EUIType.WaitingTime) UGCEventSystem.SetTimer(self, self.AutoShowGuide, GlobalConfigs.GameSetting.ClientLoadMapTime) --WidgetManager:ShowPanel(WidgetConfig.EUIType.TeamScore) elseif UGCGameSystem.GameState.GameStateType == CustomEnum.EGameState.End then WidgetManager:ShowPanel(WidgetConfig.EUIType.Settlement) elseif UGCGameSystem.GameState.GameStateType == CustomEnum.EGameState.InsufficientNumberOfPeople then WidgetManager:ShowPanel(WidgetConfig.EUIType.InsufficientNumberOfPeople) end end -- 显示默认UI function UGCPlayerController:ShowDefaultUI() if self:HasAuthority() then return end WidgetManager:ShowPanel(WidgetConfig.EUIType.DamageAnim, false) WidgetManager:ShowPanel(WidgetConfig.EUIType.KillInfo, false) WidgetManager:ShowPanel(WidgetConfig.EUIType.BroadcastMid, false) --WidgetManager:ShowPanel(WidgetConfig.EUIType.SceneItemGuide, false) -- WidgetManager:ShowPanel(WidgetConfig.EUIType.Shop, false) WidgetManager:ShowPanel(WidgetConfig.EUIType.FightPanel, false) UGCLogSystem.Log("[UGCPlayerController_ShowDefaultUI] Finish") if self.NeedExePlayerIsFirstTimePlaying then self:PlayerIsFirstTimePlaying() end end -- 游戏模式改变 function UGCPlayerController:GameStateChange(NerwGameStateType) if NerwGameStateType == CustomEnum.EGameState.End or NerwGameStateType == 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 --- 设置自动显示拍脸图 function UGCPlayerController:PlayerIsFirstTimePlaying() if UGCGameSystem.GameState:GetGameStateType() == CustomEnum.EGameState.Waiting then WidgetManager:ShowPanel(WidgetConfig.EUIType.Guide, false) else self.bAutoShowGuide = true end end --- 根据是否为第一次进入该游戏进行判断 function UGCPlayerController:AutoShowGuide() if self.bAutoShowGuide then WidgetManager:ShowPanel(WidgetConfig.EUIType.Guide, false) end -- WidgetManager:ShowPanel(WidgetConfig.EUIType.SceneItemGuide, false); 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')) --local KillerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(CauserKey) --if UE.IsValid(KillerPawn) then -- --KillerPawn.Camera:Activate(); -- --KillerPawn.CustomSpringArm:Activate(); -- self:SetViewTargetWithBlend(KillerPawn, 1.,EViewTargetBlendFunction.VTBlend_Linear, 0., false); --end if UE.IsValid(TrackCamera) then self:SetViewTargetWithBlend(TrackCamera, 1.,EViewTargetBlendFunction.VTBlend_Linear, 0., false); UGCLogSystem.Log("[UGCPlayerController_CameraMoveToKiller] Succeed") else UGCLogSystem.LogError("[UGCPlayerController_CameraMoveToKiller] TrackCamera is nil") end end end function UGCPlayerController:GetReplicatedProperties() return end function UGCPlayerController:GetAvailableServerRPCs() return "Client_PlayerIsFirstTimePlaying" end return UGCPlayerController;