---@class UGCGameState_C:BP_UGCGameState_C --Edit Below-- ---@type UGCGameState_C UGCGameSystem.UGCRequire('Script.Global.Global') UGCGameSystem.UGCRequire('Script.Common.ue_enum_custom') local UGCGameState = { WaitPlayerJoinTime = 0; GameStateType = CustomEnum.EGameState.Waiting; GameTime = 0; -- 游戏倒计时时间 PlayerPersonalInfos = {}; -- 玩家信息{PlayerKey = {UID, PlayerKey, TeamID, IsOffline, PlayerName, Gender, IconURL, AchievementScore, IsSelectTeam}, ...} PlayerScoreDatas = {}; -- 玩家得分信息{[PlayerKey] = {Kill = int32, Dead = int32, Score = float, TechnicalScore = float}...} PlayerRankDatas = {}; -- 玩家排行信息{[TeamID] = {{PlayerKey = uint}, ... } PlayerJoinNum = 0; -- 玩家加入的数量作为个人TeamID PlayerSaveWeaponSelect = {}; -- 玩家存档中的武器选择 {[PlayerKey] = {WeaponID = int32, PropID = int32}} PlayerArchiveInfos = {}; -- 玩家存档{[PlayerKey] = ArchiveData} ControllerInitializationEndedPlayer = {}; -- 控制器初始化完成的玩家{PlayerKey} PlayerIsFirstTimePlayingCache = {}; -- 客户端需执行首次登录函数的玩家{PlayerKey} PlayerWeaponGradient = {}; -- 玩家的武器梯度 {PlayerKey = {WeaponID = uint, ..}} PlayerGradientGrade = {}; -- 玩家的武器梯度等级 {PlayerKey = Grade} PlayerDefaultMeleeWeapon = {}; -- 玩家选择的默认近战武器{PlayerKey = WeaponID} MapSelectionResult = nil; -- 地图选择结果 MapSelectionFinalResult = nil; -- 地图选择最终结果(包括随机之后的结果) PlayerSelectMapList = {}; -- 玩家选择的地图{PlayerKey = Enum.SelectMap} SelectMapInfo = {}; -- 选择地图的数量{Enum.SelectMap = uint} TeamScore = {}; -- 队伍得分信息 { TeamID = Score, ... } PlayerIsAlive = {}; -- 玩家是否存活 ---test DoOnceAddJoinPlayer = false; }; function UGCGameState:GetReplicatedProperties() return "GameTime", "PlayerPersonalInfos", "WaitPlayerJoinTime", "GameStateType", "PlayerSaveWeaponSelect", "PlayerScoreDatas", "PlayerWeaponGradient", "PlayerGradientGrade", "PlayerDefaultMeleeWeapon", "DoOnceAddJoinPlayer", "PlayerRankDatas", "TeamScore", "MapSelectionResult", "SelectMapInfo", "MapSelectionFinalResult", "PlayerIsAlive" end function UGCGameState:ReceiveBeginPlay() --屏蔽死亡盒子 self.IsShowDeadBox = false; self:AddBind() GlobalInit.Init() -- 开启滑铲State部分 self.bIsOpenShovelingAbility = true UGCSendRPCSystem.InitUGCSendRPCSystem(self, "UGCSendRPCSystemFunc") if UGCGameSystem.IsServer() then else UGCLogSystem.Log("[UGCGameState_ReceiveBeginPlay]") UGCLogSystem.SetEnableLog(false) end end function UGCGameState:ReceiveTick(DeltaTime) --UGCLogSystem.Log("[UGCGameState_ReceiveTick] ModeID:%s", tostring(UGCMultiMode.GetModeID())) end function UGCGameState:ReceiveEndPlay() self:RemoveBind() end function UGCGameState:AddBind() if self:HasAuthority() then UGCEventSystem.AddListener(EventEnum.PlayerLogin, self.PlayerLogin, self) UGCEventSystem.AddListener(EventEnum.PlayerExit, self.PlayerExit, self) self.ClearPickUpHandle = UGCEventSystem.SetTimerLoop(self, self.ClearPickUpItem, 1) else end end function UGCGameState:RemoveBind() if self:HasAuthority() then UGCEventSystem.RemoveListener(EventEnum.PlayerLogin, self.PlayerLogin, self) UGCEventSystem.RemoveListener(EventEnum.PlayerExit, self.PlayerExit, self) if self.ClearPickUpHandle then UGCEventSystem.StopTimer(self.ClearPickUpHandle) self.ClearPickUpHandle = nil end else end end function UGCGameState:ClearPickUpItem() UGCSystemLibrary.ClearPickUpActor({108001, 108002, 108003, 108004}) end function UGCGameState:PlayerLogin(PlayerPawn, PlayerKey) self:UpdatePlayerTeam(PlayerKey) self:GetUserInfo(PlayerKey) self:UpdatePlayerJoin() self:UpdateAllPlayerScoreDatas() self:GetPlayerArchiveInfos(PlayerKey) self:CheckFirstTimePlaying(PlayerKey) self:InitPlayerGradient(PlayerKey) self:UpdatePlayerRankDatas(PlayerKey, self:GetPlayerTeamIDByPlayerKey(PlayerKey)) end function UGCGameState:PlayerExit(PlayerPawn, PlayerKey) self:UpdatePlayerJoin() self:UpdateAllPlayerScoreDatas() if GlobalConfigs.GameSetting.EnablePlayerJoin then self:InspectPlayerRankDatas() end end --- 根据游戏队伍模式更新玩家队伍 ---@param PlayerKey uint function UGCGameState:UpdatePlayerTeam(PlayerKey) if GlobalConfigs.GameModeSetting.TeamModeType == CustomEnum.ETeamMode.PersonalWarfare then local NewTeamID = self:GetNewTeamID() UGCTeamSystem.ChangePlayerTeamID(PlayerKey, NewTeamID) UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] NewTeamID:%s", tostring(NewTeamID)) end end --- 玩家登录获取玩家数据 ---@param PlayerKey uint function UGCGameState:GetUserInfo(PlayerKey) if self.PlayerPersonalInfos[PlayerKey] then return self.PlayerPersonalInfos[PlayerKey] end local UserInfo = UGCPlayerStateSystem.GetPlayerAccountInfo(PlayerKey) if UserInfo then --- UID,PlayerName,TeamID,Gender,PlatformGender,PlayerLevel,SegmentLevel,IconURL local UserInfoCpy = UserInfo:Copy() UGCLogSystem.Log("[UGCGameState_GetUserInfo] PlayerName:%s", UserInfoCpy.PlayerName) local CustomUserInfo = { UID = UserInfoCpy.UID, PlayerKey = PlayerKey, TeamID = UserInfoCpy.TeamID, IsOffline = false, PlayerName = UserInfoCpy.PlayerName, Gender = UserInfoCpy.PlatformGender, IconURL = UserInfoCpy.IconURL, IsSelectTeam = false, } self.PlayerPersonalInfos[PlayerKey] = CustomUserInfo UGCLogSystem.LogTree("[UGCGameState_GetUserInfo] CustomUserInfo:", CustomUserInfo) return CustomUserInfo else UGCLogSystem.LogError("[UGCGameState_GetUserInfo] UserInfo Error PlayerKey:%s", tostring(PlayerKey)) end end --- 对玩家在队伍中进行排序 --function UGCGameState:SortPlayerRankDatas() -- if #self.PlayerRankDatas < 1 then return end -- for i, v in pairs(self.PlayerRankDatas) do -- table.sort(self.PlayerRankDatas[i], function(a, b) -- local aScore = self.PlayerScoreDatas[a].Score + self.PlayerScoreDatas[a].TechnicalScore * GlobalConfigs.GameSetting.TechnicalScoreProportion -- local bScore = self.PlayerScoreDatas[b].Score + self.PlayerScoreDatas[b].TechnicalScore * GlobalConfigs.GameSetting.TechnicalScoreProportion -- return aScore > bScore -- end) -- end --end --- 对玩家在队伍中进行排序 function UGCGameState:SortPlayerRankDatas() if #self.PlayerRankDatas < 1 then return end for i, v in pairs(self.PlayerRankDatas) do for Index = #v, 1, -1 do if self.PlayerScoreDatas[v[Index]] == nil then self.PlayerRankDatas[i][Index] = nil end end end local LocalGetScore = function(PlayerKey) if self.PlayerScoreDatas[PlayerKey] == nil or self.PlayerScoreDatas[PlayerKey].Score == nil then return 0 else return self.PlayerScoreDatas[PlayerKey].Score end end local LocalGetTechnicalScore = function(PlayerKey) if self.PlayerScoreDatas[PlayerKey] == nil or self.PlayerScoreDatas[PlayerKey].TechnicalScore == nil then return 0 else return self.PlayerScoreDatas[PlayerKey].TechnicalScore end end for i, v in pairs(self.PlayerRankDatas) do table.sort(self.PlayerRankDatas[i], function(a, b) local aScore = LocalGetScore(a) + LocalGetTechnicalScore(a) * GlobalConfigs.GameSetting.TechnicalScoreProportion local bScore = LocalGetScore(b) + LocalGetTechnicalScore(b) * GlobalConfigs.GameSetting.TechnicalScoreProportion return aScore > bScore end) end end --- 更新玩家排序信息 function UGCGameState:UpdatePlayerRankDatas(PlayerKey, TeamID) if self.PlayerRankDatas[TeamID] == nil then self.PlayerRankDatas[TeamID] = {} end if not table.hasValue(self.PlayerRankDatas[TeamID], PlayerKey) then self.PlayerRankDatas[TeamID][#self.PlayerRankDatas[TeamID] + 1] = PlayerKey end if GlobalConfigs.GameSetting.EnablePlayerJoin then self:InspectPlayerRankDatas() end --self:SortPlayerRankDatas() end --- 检验RankDatas function UGCGameState:InspectPlayerRankDatas() for TempTeamID, PlayerKeys in pairs(self.PlayerRankDatas) do for i = #PlayerKeys, 1, -1 do if UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKeys[i]) == nil then self.PlayerRankDatas[TempTeamID][i] = nil end end --for i, TempPlayerKey in pairs(PlayerKeys) do -- if UGCGameSystem.GetPlayerControllerByPlayerKey(TempPlayerKey) == nil then -- self.PlayerRankDatas[TempTeamID][TempPlayerKey] = nil -- end --end end end function UGCGameState:GetPlayerRankByPlayerKey(PlayerKey) local TeamID = self:GetPlayerTeamIDByPlayerKey(PlayerKey) if self.PlayerRankDatas[TeamID] == nil then return 0 end return table.FindKey(self.PlayerRankDatas[TeamID], PlayerKey) end function UGCGameState:OnRep_PlayerRankDatas() UGCEventSystem.SendEvent(EventEnum.UpdatePlayerRank) end function UGCGameState:GetPlayerRank() return self.PlayerRankDatas end --- 获取存档 function UGCGameState:GetPlayerArchiveInfos(PlayerKey) self.PlayerArchiveInfos[PlayerKey] = UGCPlayerStateSystem.GetPlayerArchiveData(self.PlayerPersonalInfos[PlayerKey].UID) if self.PlayerArchiveInfos[PlayerKey] then self.PlayerSaveWeaponSelect[PlayerKey] = self.PlayerArchiveInfos[PlayerKey].PlayerSaveWeaponSelect end end --- 获取存档信息 ---@param PlayerKey function UGCGameState:GetPlayerArchiveInfosFromArchiveType(PlayerKey, ArchiveType) if self.PlayerArchiveInfos[PlayerKey] == nil then if self.PlayerPersonalInfos[PlayerKey] then self.PlayerArchiveInfos[PlayerKey] = UGCPlayerStateSystem.GetPlayerArchiveData(self.PlayerPersonalInfos[PlayerKey].UID) else UGCLogSystem.LogError("[UGCGameState_GetPlayerArchiveInfosFromArchiveType] PlayerPersonalInfos[%s] is nil", tostring(PlayerKey)) end end if ArchiveType == nil then return self.PlayerArchiveInfos[PlayerKey] elseif type(ArchiveType) == "table" then local Res = nil for i, v in pairs(ArchiveType) do if Res == nil then Res = self.PlayerArchiveInfos[PlayerKey][v] else Res = Res[v] end if Res == nil then return nil end end return Res else return self.PlayerArchiveInfos[PlayerKey][ArchiveType] end end --- 保存武器选择存档 function UGCGameState:SavePlayerWeaponSelectArchiveData(PlayerKey) if self.PlayerArchiveInfos[PlayerKey] == nil then self.PlayerArchiveInfos[PlayerKey] = {} end self.PlayerArchiveInfos[PlayerKey].PlayerSaveWeaponSelect = self.PlayerSaveWeaponSelect[PlayerKey] UGCPlayerStateSystem.SavePlayerArchiveData(self.PlayerPersonalInfos[PlayerKey].UID, self.PlayerArchiveInfos[PlayerKey]) end function UGCGameState:OnRep_PlayerSaveWeaponSelect() UGCEventSystem.SendEvent(EventEnum.PlayerSaveWeaponChange) end --- 判断玩家是否为第一次进入游戏 function UGCGameState:CheckFirstTimePlaying(PlayerKey) if self.PlayerArchiveInfos[PlayerKey] == nil then self.PlayerArchiveInfos[PlayerKey] = {} end if self.PlayerArchiveInfos[PlayerKey].PlayedTimes == nil then self.PlayerArchiveInfos[PlayerKey].PlayedTimes = 1 self:PlayerIsFirstTimePlaying(PlayerKey) else self.PlayerArchiveInfos[PlayerKey].PlayedTimes = 1 + self.PlayerArchiveInfos[PlayerKey].PlayedTimes end UGCPlayerStateSystem.SavePlayerArchiveData(self.PlayerPersonalInfos[PlayerKey].UID, self.PlayerArchiveInfos[PlayerKey]) end function UGCGameState:PlayerIsFirstTimePlaying(PlayerKey) UGCEventSystem.SendEvent(EventEnum.PlayerFirstTimePlaying, PlayerKey) if table.hasValue(self.ControllerInitializationEndedPlayer, PlayerKey) then local TargetController = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey) if UE.IsValid(TargetController) then UnrealNetwork.CallUnrealRPC(TargetController, TargetController, "Client_PlayerIsFirstTimePlaying") else UGCLogSystem.LogError("[UGCGameState_PlayerIsFirstTimePlaying] TargetController is nil") end else self.PlayerIsFirstTimePlayingCache[#self.PlayerIsFirstTimePlayingCache + 1] = PlayerKey end UGCLogSystem.Log("[UGCGameState_PlayerIsFirstTimePlaying]") end -- 玩家已选择队伍 function UGCGameState:PlayerHasSelectedTeam(PlayerKey) if self.PlayerPersonalInfos[PlayerKey] == nil or self.PlayerPersonalInfos[PlayerKey].IsSelectTeam == false then return false end return true end ---@param PlayerKey int32 ---@param AddScore float ---@return Succeed bool function UGCGameState:AddScore(PlayerKey, AddScore) local TargetPlayerState = UGCGameSystem.GetPlayerStateByPlayerKey(PlayerKey) if UE.IsValid(TargetPlayerState) then TargetPlayerState:SetScore(TargetPlayerState:GetScore() + AddScore) self.PlayerScoreDatas[PlayerKey].Score = TargetPlayerState:GetScore() --DOREPONCE(self, "PlayerScoreDatas") self:SortPlayerRankDatas() self:AddTeamScore(self:GetPlayerTeamIDByPlayerKey(PlayerKey), AddScore) return true end return false end function UGCGameState:GetPlayerScore(PlayerKey) if self.PlayerScoreDatas[PlayerKey].Score then return self.PlayerScoreDatas[PlayerKey].Score else return 0 end end function UGCGameState:GetTeamScore(TeamID) if UGCGameSystem.GameState:GetSpecialModeType() == MapConfig.ESpecialModeType.ArmsRace then local PlayerKey = self.PlayerRankDatas[TeamID][1] if PlayerKey then return self:GetPlayerScore(PlayerKey) else return 0 end end return (self.TeamScore[TeamID] and self.TeamScore[TeamID] or 0) end function UGCGameState:ResetTeamScore() self.TeamScore = {} end function UGCGameState:AddTeamScore(TeamID, Score) self.TeamScore[TeamID] = self:GetTeamScore(TeamID) + Score end ---@param PlayerKey int32 ---@param AddTechnicalScore float ---@return Succeed bool function UGCGameState:AddTechnicalScore(PlayerKey, AddTechnicalScore) local TargetPlayerState = UGCGameSystem.GetPlayerStateByPlayerKey(PlayerKey) if UE.IsValid(TargetPlayerState) then TargetPlayerState:SetTechnicalScore(TargetPlayerState:GetTechnicalScore() + AddTechnicalScore) self.PlayerScoreDatas[PlayerKey].TechnicalScore = TargetPlayerState:GetTechnicalScore() self:SortPlayerRankDatas() return true end return false end -- 更新返回所有玩家得分 function UGCGameState:UpdateAllPlayerScoreDatas() local AllPlayerState = UGCGameSystem.GetAllPlayerState(false) local ResScoreDatas = {} if AllPlayerState then for _, PlayerState in pairs(AllPlayerState) do if UE.IsValid(PlayerState) and self.PlayerPersonalInfos[PlayerState.PlayerKey] and self.PlayerPersonalInfos[PlayerState.PlayerKey].IsOffline == false then if GlobalConfigs.GameSetting.EnablePlayerJoin then ResScoreDatas[PlayerState.PlayerKey] = table.DeepCopy(PlayerState.ScoreData) else self.PlayerScoreDatas[PlayerState.PlayerKey] = table.DeepCopy(PlayerState.ScoreData) end end end end if GlobalConfigs.GameSetting.EnablePlayerJoin then self.PlayerScoreDatas = ResScoreDatas end self:SortPlayerRankDatas() return self.PlayerScoreDatas end --- 获取在线人数 function UGCGameState:GetNumberOfOnlineUsers() return table.getCount(self.PlayerScoreDatas) end function UGCGameState:OnRep_PlayerScoreDatas() if self:HasAuthority() then return end UGCEventSystem.SendEvent(EventEnum.UpdatePlayerScoreData) end function UGCGameState:OnRep_PlayerPersonalInfos() if self:HasAuthority() then return end UGCEventSystem.SendEvent(EventEnum.UpdatePlayerScoreData) UGCLogSystem.LogTree("[UGCGameState_OnRep_PlayerPersonalInfos]", self.PlayerPersonalInfos) end function UGCGameState:GetPlayerScoreData() return self.PlayerScoreDatas end function UGCGameState:GetGameStateType() return self.GameStateType end function UGCGameState:SetGameStateType(NewGameStateType) if not self:HasAuthority() then return end if self.GameStateType ~= NewGameStateType then self.GameStateType = NewGameStateType UGCEventSystem.SendEvent(EventEnum.GameStateChange, self.GameStateType) end end function UGCGameState:OnRep_GameStateType() if self:HasAuthority() then return end UGCEventSystem.SendEvent(EventEnum.GameStateChange, self.GameStateType) end function UGCGameState:GameWillBeginNotify() UnrealNetwork.CallUnrealRPC_Multicast(self, "MulticastRPC_GameWillBeginNotify") end function UGCGameState:MulticastRPC_GameWillBeginNotify() UGCEventSystem.SendEvent(EventEnum.GameWillBegin) end function UGCGameState:GameFinish() self:SetGameStateType(CustomEnum.EGameState.End) end -- 更新申请玩家加入 function UGCGameState:UpdatePlayerJoin() if not GlobalConfigs.GameSetting.EnablePlayerJoin then return end if self.GameStateType == CustomEnum.EGameState.End or self.GameStateType == CustomEnum.EGameState.InsufficientNumberOfPeople then return end local NeedPlayerNum = GlobalConfigs.GameModeSetting.TeamNeedPlayerNum - #UGCGameSystem.GetAllPlayerState() UGCGameSystem.StopPlayerJoin() if NeedPlayerNum > 0 then UGCGameSystem.OpenPlayerJoin() UGCGameSystem.ApplyPlayerJoin(1, 1) UGCLogSystem.Log("[UGCGameState_UpdatePlayerJoin] NeedPlayerNum: %d", NeedPlayerNum) end end function UGCGameState:GetNewTeamID() -- body self.PlayerJoinNum = self.PlayerJoinNum + 1 return self.PlayerJoinNum end function UGCGameState:Client_SaveSelectWeaponCallBack(SelectSucceed) if self:HasAuthority() then return end UGCEventSystem.SendEvent(EventEnum.SaveSelectWeaponCallBack, SelectSucceed) end function UGCGameState:GetPlayerNameByPlayerKey(PlayerKey) if self.PlayerPersonalInfos[PlayerKey] then return self.PlayerPersonalInfos[PlayerKey].PlayerName else return "" end end function UGCGameState:GetPlayerTeamIDByPlayerKey(PlayerKey) if self.PlayerPersonalInfos[PlayerKey] then return self.PlayerPersonalInfos[PlayerKey].TeamID else return -1 end end function UGCGameState:GetHeadIconByPlayerKey(PlayerKey) if self.PlayerPersonalInfos[PlayerKey] then return self.PlayerPersonalInfos[PlayerKey].IconURL else return "" end end function UGCGameState:GetScoreDataByPlayerKey(PlayerKey) return self.PlayerScoreDatas[PlayerKey] end -- 控制器初始化完成 function UGCGameState:Server_ControllerInitFinish(PlayerKey) self.ControllerInitializationEndedPlayer[#self.ControllerInitializationEndedPlayer + 1] = PlayerKey UGCLogSystem.Log("[UGCGameState_Server_ControllerInitFinish]") -- 首次登录 if table.hasValue(self.PlayerIsFirstTimePlayingCache, PlayerKey) then -- self.PlayerIsFirstTimePlayingCache[PlayerKey] = nil table.removeValue(self.PlayerIsFirstTimePlayingCache, PlayerKey, true) local TargetController = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey) if UE.IsValid(TargetController) then UnrealNetwork.CallUnrealRPC(TargetController, TargetController, "Client_PlayerIsFirstTimePlaying") else UGCLogSystem.LogError("[UGCGameState_Server_ControllerInitFinish] TargetController is nil") end end end ------------------------------------------------ GameState WeaponGradient ------------------------------------------------ --- 初始化玩家武器梯度 function UGCGameState:InitPlayerGradient(PlayerKey) self.PlayerWeaponGradient[PlayerKey] = WeaponGradientManager.GetPlayerGradient(PlayerKey) UGCLogSystem.LogTree("[UGCGameState_InitPlayerGradient] " .. PlayerKey .. " PlayerWeaponGradient:", self.PlayerWeaponGradient[PlayerKey] ) DOREPONCE(self, "PlayerWeaponGradient") self:SetPlayerWeaponGrade(PlayerKey, 1, false) end function UGCGameState:OnRep_PlayerWeaponGradient() UGCEventSystem.SendEvent(EventEnum.PlayerGradientGradeChange) end function UGCGameState:GetPlayerWeaponGradientByPlayerKey(PlayerKey) return self.PlayerWeaponGradient[PlayerKey] end --- 获取玩家梯度等级 function UGCGameState:GetPlayerWeaponGrade(PlayerKey) return (self.PlayerGradientGrade[PlayerKey] and self.PlayerGradientGrade[PlayerKey] or 1) end --- 设置玩家梯度等级 ---@param PlayerKey uint ---@param NewGrade uint 新的玩家等级 ---@param bUpdateWeapon bool 是否刷新玩家武器 function UGCGameState:SetPlayerWeaponGrade(PlayerKey, NewGrade, bUpdateWeapon) self.PlayerGradientGrade[PlayerKey] = NewGrade DOREPONCE(self, "PlayerGradientGrade") if bUpdateWeapon then local PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey) local DefaultWeaponID = self:GetPlayerDefaultMeleeWeaponByPlayerKey(PlayerKey) WeaponGradientManager.UpdatePlayerGradientWeaponMatching(PlayerKey, NewGrade, DefaultWeaponID) if self.PlayerWeaponGradient[PlayerKey][NewGrade] < 0 then if UGCBackPackSystem.GetItemCount(PlayerPawn, DefaultWeaponID) <= 0 then UGCBackPackSystem.AddItem(PlayerPawn, DefaultWeaponID, 1) end UGCWeaponManagerSystem.SwitchWeaponBySlot(PlayerPawn, ESurviveWeaponPropSlot.SWPS_MeleeWeapon, false) UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.AddTip, TipConfig.TipType.UseMeleeToKill) else UGCEventSystem.SetTimer(UGCGameSystem.GameState, function() PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey) if UE.IsValid(PlayerPawn) then if UGCWeaponManagerSystem.GetWeaponBySlot(PlayerPawn, ESurviveWeaponPropSlot.SWPS_MainShootWeapon1) then UGCWeaponManagerSystem.SwitchWeaponBySlot(PlayerPawn, ESurviveWeaponPropSlot.SWPS_MainShootWeapon1, false) else UGCWeaponManagerSystem.SwitchWeaponBySlot(PlayerPawn, ESurviveWeaponPropSlot.SWPS_MainShootWeapon2, false) UGCLogSystem.LogError("[UGCGameState_SetPlayerWeaponGrade] 插槽位错误") end end end, 0.5 ) end end end --- 根据玩家等级刷新玩家武器 function UGCGameState:RefreshPlayerWeapons(PlayerKey) local Grade = self:GetPlayerWeaponGrade(PlayerKey) WeaponGradientManager.UpdatePlayerGradientWeaponMatching(PlayerKey, Grade, self:GetPlayerDefaultMeleeWeaponByPlayerKey(PlayerKey)) UGCLogSystem.LogTree("[UGCGameState_RefreshPlayerWeapons]", self.PlayerWeaponGradient) if self.PlayerWeaponGradient[PlayerKey][Grade] < 0 then local PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey) UGCWeaponManagerSystem.SwitchWeaponBySlot(PlayerPawn, ESurviveWeaponPropSlot.SWPS_MeleeWeapon, true) end end function UGCGameState:GetPlayerNextWeaponID(PlayerKey) if self.PlayerWeaponGradient[PlayerKey] then return self.PlayerWeaponGradient[PlayerKey][self:GetPlayerWeaponGrade(PlayerKey) + 1] end return nil end --- 重置所有玩家的玩家等级,用于游戏开始阶段 function UGCGameState:ResetAllPlayerGrade() for PlayerKey, v in pairs(self.PlayerPersonalInfos) do self:SetPlayerWeaponGrade(PlayerKey, 1, true) end end --- 玩家增加等级 function UGCGameState:PlayerAddWeaponGrade(PlayerKey, AddGrade) local WeaponGradient = WeaponGradientManager.GetPlayerGradient(PlayerKey) local PlayerLastGrade = self:GetPlayerWeaponGrade(PlayerKey) if PlayerLastGrade == #WeaponGradient then self.PlayerWeaponGradient[PlayerKey] = WeaponGradientManager.UpdatePlayerNextGradient(PlayerKey) DOREPONCE(self, "PlayerWeaponGradient") self:SetPlayerWeaponGrade(PlayerKey, 1, true) self:AddScore(PlayerKey, GlobalConfigs.GameSetting.FullGradientAddScore) UGCLogSystem.LogTree("[UGCGameState_PlayerAddWeaponGrade] " .. PlayerKey .. " PlayerWeaponGradient:", self.PlayerWeaponGradient[PlayerKey]) UGCSendRPCSystem.RPCEvent(nil, EventEnum.AddTip, TipConfig.TipType.PlayerCompleteGradient, PlayerKey) else self:SetPlayerWeaponGrade(PlayerKey, math.clamp(AddGrade + PlayerLastGrade, 1, #WeaponGradient), true) end end --- 获取玩家选择的默认近战武器 function UGCGameState:GetPlayerDefaultMeleeWeaponByPlayerKey(PlayerKey) return self.PlayerDefaultMeleeWeapon[PlayerKey] and self.PlayerDefaultMeleeWeapon[PlayerKey] or GlobalConfigs.GameSetting.DefaultMeleeWeapon end function UGCGameState:OnRep_PlayerGradientGrade() UGCEventSystem.SendEvent(EventEnum.PlayerGradientGradeChange) end ---------------------------------------------- GameState WeaponGradient End ---------------------------------------------- --------------------------------------------- SelectMap --------------------------------------------- function UGCGameState:SetMapSelectionResult(NewMapType) self.MapSelectionResult = NewMapType if self.MapSelectionResult == MapConfig.MapType.Random then self.MapSelectionFinalResult = table.Rand(self:GetEnableMapExcludeRandom()) else self.MapSelectionFinalResult = self.MapSelectionResult end DOREPONCE(self, "MapSelectionFinalResult") DOREPONCE(self, "MapSelectionResult") end --- 获取当前地图玩法类型 function UGCGameState:GetSpecialModeType() if self.MapSelectionFinalResult then return MapConfig.MapInfo[self.MapSelectionFinalResult].SpecialModeType end end --- 获取当前已选择好的地图Type ---@return MapSelectionResult MapConfig.MapType 若未选择则返回nil function UGCGameState:GetMapSelectionResult(bMustObtain) if bMustObtain and self.MapSelectionResult == nil then local MapTypes = self:GetMaxSameVotesMap() self:SetMapSelectionResult(table.Rand(MapTypes)) end return self.MapSelectionResult end function UGCGameState:GetPlayerSelectMapList() return self.PlayerSelectMapList end function UGCGameState:GetMaxSameVotesMap() local MaxType = self:GetMaxAndSecondMapType() local Res = {} for i, v in pairs(self.SelectMapInfo) do if v == self.SelectMapInfo[MaxType] and MapConfig.MapEnable[i] then Res[#Res + 1] = i end end return Res end function UGCGameState:GetEnableMapExcludeRandom() local Res = {} for i, v in pairs(MapConfig.MapEnable) do if v and (i ~= MapConfig.MapType.Random) then Res[#Res + 1] = i end end return Res end function UGCGameState:GetMapSelectionFinalResult() return self.MapSelectionFinalResult end ---@param MapType MapConfig.MapType function UGCGameState:PlayerSelectMap(PlayerKey, MapType) UGCLogSystem.Log("[UGCGameState_PlayerSelectMap] Begin") if self.PlayerSelectMapList[PlayerKey] == nil and table.hasValue(MapConfig.MapType, MapType) then self.PlayerSelectMapList[PlayerKey] = MapType if #self.SelectMapInfo == 0 then self:InitSelectMapInfo() end self.SelectMapInfo[MapType] = self.SelectMapInfo[MapType] + 1 DOREPONCE(self, "SelectMapInfo") local MaxSelectMap, SecondSelectMap = self:GetMaxAndSecondMapType() local SelectMapNum = self:GetSelectMapNum() local MaxSelectMapNum = self.SelectMapInfo[MaxSelectMap] local SecondSelectMapNum = (SecondSelectMap and self.SelectMapInfo[SecondSelectMap] or 0) if (MaxSelectMapNum - SecondSelectMapNum) > (GlobalConfigs.GameModeSetting.MaxPlayerNum - SelectMapNum) or (SelectMapNum == GlobalConfigs.GameModeSetting.MaxPlayerNum) then -- self:SetMapSelectionResult(MaxSelectMap) local MapTypes = self:GetMaxSameVotesMap() self:SetMapSelectionResult(table.Rand(MapTypes)) end UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.SelectMapCallBack, true, MapType) UGCLogSystem.Log("[UGCGameState_PlayerSelectMap] Finish") UGCLogSystem.LogTree("[UGCGameState_PlayerSelectMap] ", self.SelectMapInfo) else UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.SelectMapCallBack, false, MapType) end end function UGCGameState:PlayerOverlapSelectMap(PlayerKey, MapType) UGCLogSystem.Log("[UGCGameState_PlayerOverlapSelectMap] Begin") if self.PlayerSelectMapList[PlayerKey] ~= MapType and table.hasValue(MapConfig.MapType, MapType) then self.PlayerSelectMapList[PlayerKey] = MapType self:UpdateSelectMapInfo() DOREPONCE(self, "SelectMapInfo") UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.SelectMapCallBack, true, MapType) UGCLogSystem.Log("[UGCGameState_PlayerOverlapSelectMap] Finish") UGCLogSystem.LogTree("[UGCGameState_PlayerOverlapSelectMapp] ", self.SelectMapInfo) else UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.SelectMapCallBack, false, MapType) end end function UGCGameState:InitSelectMapInfo() if #self.SelectMapInfo == 0 then self:ResetSelectMapInfo() end end function UGCGameState:ResetSelectMapInfo() for i, v in pairs(MapConfig.MapType) do self.SelectMapInfo[v] = 0 end end function UGCGameState:UpdateSelectMapInfo() self:ResetSelectMapInfo() for PlayerKey, MapType in pairs(self.PlayerSelectMapList) do self.SelectMapInfo[MapType] = self.SelectMapInfo[MapType] + 1 end end function UGCGameState:GetSelectMapNumFromMapType(SelectMapType) return (self.SelectMapInfo[SelectMapType] and self.SelectMapInfo[SelectMapType] or 0) end function UGCGameState:GetSelectMapNum() local Sum = 0 for i, v in pairs(self.SelectMapInfo) do Sum = Sum + v end return Sum end function UGCGameState:GetMaxAndSecondMapType() local AllSelectType = {} if #self.SelectMapInfo == 0 then self:InitSelectMapInfo() end for i, v in pairs(self.SelectMapInfo) do AllSelectType[#AllSelectType + 1] = {MapType = i, Num = v} end table.sort(AllSelectType, function(a, b) return a.Num > b.Num end) UGCLogSystem.LogTree("[UGCGameState_GetMaxAndSecondMapType] AllSelectType", AllSelectType) return AllSelectType[1].MapType, AllSelectType[2].MapType end function UGCGameState:OnRep_MapSelectionFinalResult() self:LoadNowMiniMap() local SceneItemGuide = WidgetManager:GetPanel(WidgetConfig.EUIType.SceneItemGuide) if SceneItemGuide and self.MapSelectionFinalResult then SceneItemGuide:UpdateMechanismDesc(self.MapSelectionFinalResult) WidgetManager:ShowPanel(WidgetConfig.EUIType.SceneItemGuide, false) end UGCEventSystem.SendEvent(EventEnum.UpdateMapSelectionFinalResult, self.MapSelectionFinalResult) end function UGCGameState:LoadNowMiniMap() UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap]") if self:HasAuthority() or self.MapSelectionFinalResult == nil then UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap] self.MapSelectionFinalResult is nil") return end local MiniMapInfo = MapConfig.MapInfo[self.MapSelectionFinalResult].MiniMapInfo UGCLogSystem.LogTree("[UGCGameState_LoadNowMiniMap]", MiniMapInfo) UGCWidgetManagerSystem.ChangeMap(MiniMapInfo.MapPath, MiniMapInfo.MapCentre, MiniMapInfo.MapSize, MiniMapInfo.MapScale) UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap] Finish") end function UGCGameState:PlayerSelectDefaultWeapon(PlayerKey, WeaponID) if table.hasValue(WeaponGradientTable.DefaultWeapon, WeaponID) then self.PlayerDefaultMeleeWeapon[PlayerKey] = WeaponID UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.SelectDefaultWeaponCallBack, true, WeaponID) else UGCLogSystem.LogError("[UGCGameState_PlayerSelectDefaultWeapon] PlayerKey:%s, 默认武器表内没有武器:%s", tostring(PlayerKey), tostring(WeaponID)) UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.SelectDefaultWeaponCallBack, false, WeaponID) end end ------------------------------------------- SelectMap End ------------------------------------------- function UGCGameState:GetGameTime() return self.GameTime end function UGCGameState:SetGameTime(NewTime) if UGCGameSystem.IsServer() then self.GameTime = NewTime else UGCLogSystem.LogError("[UGCGameState_SetGameTime] 客户端无法设置游戏时间") end end function UGCGameState:SetPlayerIsAlive(PlayerKey, Pawn) if Pawn then self.PlayerIsAlive[PlayerKey] = Pawn else self.PlayerIsAlive[PlayerKey] = nil end end function UGCGameState:OnRep_PlayerIsAlive() UGCEventSystem.SendEvent(EventEnum.PlayerIsAliveIsChange) end function UGCGameState:GetPlayerIsAlive(PlayerKey) if self.PlayerIsAlive[PlayerKey] then return true end return false end function UGCGameState:GetAlivePawn(PlayerKey) return self.PlayerIsAlive[PlayerKey] end ------------------------------------------------ GameState Abstract RPC ------------------------------------------------ function UGCGameState:UGCSendRPCSystemFunc(...) UGCSendRPCSystem.RPCFunc(...) end ---------------------------------------------- GameState Abstract RPC End ---------------------------------------------- function UGCGameState:GetAvailableServerRPCs() return "MulticastRPC_SpawnParticleAttachPlayer", "UGCSendRPCSystemFunc", "Server_ControllerInitFinish", "Server_SaveButtonSetting", "Server_GetButtonSetting" end return UGCGameState;