EventConfig = EventConfig or {} --- Action Tick的频率 EventConfig.TickFrequency = 24. EventEnum = { --- DefaultEvent DSStartUp = 1001, -- 服务器启动 PlayerLogin = 1003, -- 玩家加入房间 PlayerKey PlayerExit = 1004, -- 玩家离开房间 PlayerKey --- GameState GameStateChange = 2001, -- 游戏模式改变 CustomEnum.EGameState WaitPlayerJoin = 2002, -- 等待玩家加入 GamePlay = 2003, -- 游戏开始 GameEnd = 2004, -- 游戏结束 --- PlayerEvent PlayerDeathInfo = 3001, -- 死亡信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float PlayerInjuryInfo = 3002, -- 受伤信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float PlayerPossessed = 3003, -- 玩家受控 PlayerKey PlayerBeginPlay = 3004, -- 玩家受控 PlayerPawn AchievementPlayerKill = 10005, -- 成就事件玩家击杀 KillerPlayerKey, DeadPlayerKey, WeaponID, AchievementSettlement = 10006, -- 成就事件游戏结算 TrophyOwnerExit = 10007, -- 奖杯拥有者掉线 Broadcast = 20001, -- 广播UI信息 BroadcastType, BroadcastTable, BroadcastPos UpdatePlayerScoreData = 20002, -- 玩家得分信息更新 通过UGCGameSystem.GameState.PlayerScoreDatas 获取玩家得分信息 SelectWeaponCallBack = 20004, -- 武器选择回调 SelectSucceed AddTip = 20005, -- 添加提提示 TipStr TipType ClickSelectWeapon = 20006, -- 点击选择武器信息 EWeaponSelect, InfoID UpdateTeamPlayerNum = 20007, -- 更新队伍玩家数量 BlueTeamNum, RedTeamNum SelectTeamCallBack = 20008, -- 选择队伍的回调 SelectSucceed Winner = 20009, -- 决出获胜者 WinnerPlayerKey GameWillBegin = 20010, -- 游戏即将开始 PlayerCause = 20011, -- 玩家造成伤害 Damage, IsKill, CauserKey, VictimKey PlayerOwnedBuffChange = 20012, -- 玩家拥有的Buff已改变 SaveSelectWeaponCallBack = 20013, -- 武器选择保存回调 SaveSucceed PlayerSaveWeaponChange = 20014, -- 武器选择保存已改变 ButtonSettingCallBack = 20015, -- 保存按键配置回调 ButtonsRender{{TargetWidgetEnum = WidgetConfig.EUIType, Pos = {X, Y}, Scale = float}, ...} UpdatePlayerRank = 20101, -- 玩家排行榜信息更新 --- Trophy Game Event TrophyOwnerChange = 30003, -- 奖杯拥有者改变 NewOwnerPlayerKey UpdatePlayerWeapon = 30004, -- 玩家武器列表更新 PlayerUseBuff = 30005, -- 玩家使用Buff PlayerFirstTimePlaying = 30006, -- 玩家第一次进入游戏 --- Game DiagramsBattlefield Event PlayerBuyCallBack = 50001, -- 玩家购买回调 bSucceed PlayerGoldCoinChange = 50002, -- 玩家金币数改变 SelectInitBackPackCallBack = 50003, -- 选择初始背包配置回调 PlayerRewardScoreChange = 50004, -- 玩家悬赏分改变 PlayerAreaChange = 50005, -- 玩家所在区域改变 {[PlayerKey] = uint[1, 8]} LoadMap = 50006, -- 关卡加载 MapConifg.MapType SelectMapCallBack = 50007, -- 地图选择服务器的回调 bSucceed, MapType SelectDefaultWeaponCallBack = 50008, -- 默认武器选择回调 bSucceed, WeaponID RandomSelectVoteMap = 50009, --- Game MechanismBattlefield PlayerGradientGradeChange = 60001, -- 玩家梯度等级改变 PlayerIsAliveIsChange = 60002, -- 玩家存活列表改变 UpdateMapSelectionFinalResult = 60003, -- 最终确认的地图更新 } --- 模式编辑器的默认事件映射 EventConfig.GameModeEditEventMap = { ["DSStartUp"] = EventEnum.DSStartUp, ["PlayerLogin"] = EventEnum.PlayerLogin, ["PlayerExit"] = EventEnum.PlayerExit, } --- 事件包含的的参数名 EventConfig.EventParam = { --[[ Template [EventEnum.] = {"PlayerKey",}, ]] [EventEnum.DSStartUp] = {}, [EventEnum.PlayerLogin] = {"PlayerPawn", "PlayerKey"}, [EventEnum.PlayerExit] = {"PlayerPawn", "PlayerKey"}, [EventEnum.GameStateChange] = {"GameState"}, [EventEnum.WaitPlayerJoin] = {}, [EventEnum.GamePlay] = {}, [EventEnum.GameEnd] = {}, [EventEnum.PlayerLogin] = {"PlayerKey",}, [EventEnum.PlayerExit] = {"PlayerKey",}, [EventEnum.PlayerDeathInfo] = {"VictimKey", "CauserKey", "WeaponID", "DamageType", "IsHeadShotDamage", "Distance", "DamageValue"}, [EventEnum.PlayerInjuryInfo] = {"VictimKey", "CauserKey", "WeaponID", "DamageType", "IsHeadShotDamage", "Distance", "DamageValue"}, [EventEnum.PlayerPossessed] = {"PlayerKey",}, } EventConfig.ActionType = { ---Player PlayerLogin = 1001, PlayerExit = 1002, PlayerDeadUpdateInfo = 1003, PlayerRespawn = 1004, PlayerAddEnergy = 1005, PlayerPossessed = 1006, EnableInfBullets = 1007, ---GameState WaitPlayerJoin = 2001, GamePlay = 2002, GameEnd = 2003, } --- Action 配置游戏模式的默认参数,该参数会被传入参数可被覆盖(传入参数有效才会覆盖),不填则使用Action中的默认参数或被传入参数覆盖 EventConfig.ActionInfo = { -- Player [EventConfig.ActionType.PlayerLogin] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerLogin", ActionParam = { PlayerKey = -1, }, }, [EventConfig.ActionType.PlayerExit] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerExit", ActionParam = { PlayerKey = -1, -- 玩家不足以支持游戏时触发的游戏结束事件 EndEvent = EventEnum.GameEnd, }, }, [EventConfig.ActionType.PlayerRespawn] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerRespawn", ActionParam = { PlayerKey = -1, -- 复活等待的时间 DelayTime = 3., }, }, [EventConfig.ActionType.PlayerDeadUpdateInfo] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerDeadUpdateInfo", ActionParam = { DeadPlayerKey = -1, KillerPlayerKey = -1, WeaponID = -1, }, }, [EventConfig.ActionType.PlayerPossessed] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerPossessed", ActionParam = { }, }, [EventConfig.ActionType.EnableInfBullets] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_EnableInfBullets", ActionParam = { }, }, -- GameState [EventConfig.ActionType.WaitPlayerJoin] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_WaitingPlayer", ActionParam = { -- 等待玩家加入的时长 WaitTime = GlobalConfigs.GameSetting.WaitTime, -- 提前开始游戏的最少队伍人数 WaitTeamPlayerNum = 8, -- 等待结束触发的事件 WaitFinishEvent = EventEnum.GamePlay, -- 等待结束玩家不足时触发的事件 WaitFailureEvent = EventEnum.GameEnd, -- 至少等待时长 AtLeastWaitingTime = GlobalConfigs.GameSetting.WaitTime, -- 游戏即将开始提示的时间 GameWillBeginWaitTime = 8, }, }, [EventConfig.ActionType.GamePlay] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_Play", ActionParam = { -- 游戏游玩时长 GameTime = GlobalConfigs.GameSetting.GameTime, -- 游戏结束事件 GameEndEvent = EventEnum.GameEnd, }, }, [EventConfig.ActionType.GameEnd] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_GameEnd", ActionParam = { -- 延迟关闭DS时间 DelayOffDS = 20.; }, }, [EventConfig.ActionType.PlayerAddEnergy] = { ActionPath = "Script.Global.EventManager.EventAction.EventAction_PlayerAddEnergy", ActionParam = { }, }, } --- 事件绑定Action 参数映射 [EventParamName] = "ActionParamName" EventConfig.EventAttach = { [EventEnum.DSStartUp] = { [EventConfig.ActionType.WaitPlayerJoin] = {}, [EventConfig.ActionType.PlayerAddEnergy] = {}, [EventConfig.ActionType.EnableInfBullets] = {}, }, [EventEnum.GamePlay] = { [EventConfig.ActionType.GamePlay] = {}, }, [EventEnum.GameEnd] = { [EventConfig.ActionType.GameEnd] = {}, }, [EventEnum.PlayerLogin] = { [EventConfig.ActionType.PlayerLogin] = { ["PlayerKey"] = "PlayerKey" } }, [EventEnum.PlayerExit] = { [EventConfig.ActionType.PlayerExit] = { ["PlayerKey"] = "PlayerKey" } }, [EventEnum.PlayerDeathInfo] = { [EventConfig.ActionType.PlayerRespawn] = { ["VictimKey"] = "PlayerKey" }, [EventConfig.ActionType.PlayerDeadUpdateInfo] = { ["VictimKey"] = "DeadPlayerKey", ["CauserKey"] = "KillerPlayerKey", ["WeaponID"] = "WeaponID", } }, [EventEnum.PlayerPossessed] = { [EventConfig.ActionType.PlayerPossessed] = { ["PlayerKey"] = "PlayerKey" } }, } function EventConfig.CheckEventAttach(EventType) return ( EventConfig.EventParam[EventType] ~= nil and table.getCount(EventConfig.EventAttach[EventType]) > 0 ) end