2025-01-04 23:00:19 +08:00

179 lines
5.7 KiB
Lua

local MiniGameMode_DigitalTrap = {
IsGameEnd = false;
bIsInGame = false;
-- 给玩家结算添加的得分{[PlayerKey] = AddScore, ...}
PlayerAddScore = {};
TrapManager = nil;
TrapManagerPath = "";
AddScore = 1;
DeadPC = {};
PlayerStunEnemyCount = {};
}
--- 游戏初始化
function MiniGameMode_DigitalTrap:Init()
self.TrapManagerPath = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.DigitalTrap].GameParam.TrapManagerPath
self.TrapManager = UGCSystemLibrary.GetUniqueInstanceFromPath(self.TrapManagerPath)
UGCEventSystem.AddListener(EventEnum.PlayerDropMiniGameKillBox, self.PlayerDropTrap, self)
end
--- 准备时间结束游戏开始
function MiniGameMode_DigitalTrap:GameBegin()
self.bIsInGame = true
-- 二次赋值
if not UE.IsValid(self.TrapManager) then
self.TrapManager = UGCSystemLibrary.GetUniqueInstanceFromPath(self.TrapManagerPath)
end
if UE.IsValid(self.TrapManager) then
self.TrapManager:StartPlay()
if self:CheckTrapGameIsFinish_InternalCall() then
self:SetMiniGameModeEnd()
end
else
UGCLogSystem.LogError("[MiniGameMode_DigitalTrap_GameBegin] TrapManager is nil")
self:SetMiniGameModeEnd()
end
local AllPawn = UGCGameSystem.GetAllPlayerPawn()
for i, v in pairs(AllPawn) do
if v.PlayerKey then
v:SetNowCameraType(CustomEnum.EPlayerPawnCameraType.JumpCamera2)
end
end
end
function MiniGameMode_DigitalTrap:Update(DeltaTime)
-- 判断该玩法是否已结束
if self.IsGameEnd then return end
-- Update逻辑
-- 判断是否有玩家退出且场景没有玩家
if self.bIsInGame then
if self.LastCheckAliveTime == nil then
self.LastCheckAliveTime = 0
end
self.LastCheckAliveTime = self.LastCheckAliveTime + DeltaTime
if self.LastCheckAliveTime >= 2 then
self.LastCheckAliveTime = 0
if UGCSystemLibrary.GetAlivePlayerCount() <= 1 then
self:SetMiniGameModeEnd()
end
end
end
-- Update逻辑 End
end
--- 设置游戏结束,手动触发会结束该玩法,倒计时结束将自动触发该函数
function MiniGameMode_DigitalTrap:SetMiniGameModeEnd()
if not self.IsGameEnd then
self.IsGameEnd = true
self:MiniGameEnd()
end
end
--- 获取当前回合游戏结算,
---@return "{[PlayerKey] = AddScore, ...}"
function MiniGameMode_DigitalTrap:GetPlayerAddScore()
return self.PlayerAddScore
end
--- 外层调用,判断该玩法是否已结束
function MiniGameMode_DigitalTrap:CheckGameFinish()
return self.IsGameEnd
end
--- 内部作用,判断玩法是否结束函数
function MiniGameMode_DigitalTrap:CheckTrapGameIsFinish_InternalCall()
local AllPC = UGCGameSystem.GetAllPlayerController()
local AliveNum = 0
for i, v in pairs(AllPC) do
if self.DeadPC[v.PlayerKey] == nil then
AliveNum = AliveNum + 1
end
end
if AliveNum <= (GlobalConfigs.IsDebug and 0 or 1) then
return true
else
return false
end
end
--- 结束触发
function MiniGameMode_DigitalTrap:MiniGameEnd()
if UE.IsValid(self.TrapManager) then
self.TrapManager:StopTrapGame()
-- 给存活玩家+4分
for i, v in pairs(UGCGameSystem.GetAllPlayerController()) do
if self.PlayerAddScore[v.PlayerKey] == nil then
self.PlayerAddScore[v.PlayerKey] = 4
end
end
else
UGCLogSystem.LogError("[MiniGameMode_DigitalTrap_MiniGameEnd] TrapManager is nil")
end
UGCGameSystem.GameState:SetPlayerMiniGameScore(self.PlayerAddScore)
UGCEventSystem.RemoveListener(EventEnum.PlayerDropMiniGameKillBox, self.PlayerDropTrap, self)
end
------------------------------------------ Player ------------------------------------------
--- 玩家死亡
function MiniGameMode_DigitalTrap:PlayerDead(VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue, Assister)
end
--- 玩家伤害修改
function MiniGameMode_DigitalTrap:PlayerDamageModify(DamageAmount, VictimPawn, CauserPC)
if VictimPawn ~= nil and CauserPC ~= nil and CauserPC.PlayerKey ~= nil and VictimPawn.PlayerKey ~= CauserPC.PlayerKey then
if SkillConfig.ExeSkill(SkillConfig.ESkillType.Stun, VictimPawn) then
if self.PlayerStunEnemyCount[CauserPC.PlayerKey] == nil then
self.PlayerStunEnemyCount[CauserPC.PlayerKey] = 1
else
self.PlayerStunEnemyCount[CauserPC.PlayerKey] = 1 + self.PlayerStunEnemyCount[CauserPC.PlayerKey]
end
MiniGameConfig.CheckPlayerTask(CauserPC.PlayerKey, MiniGameConfig.MiniGameType.DigitalTrap, self.PlayerStunEnemyCount[CauserPC.PlayerKey], false)
end
return 0
end
return DamageAmount
end
--- 玩家受控时
function MiniGameMode_DigitalTrap:PlayerPossessed(PlayerKey)
end
--- 玩家BeginPlay触发
function MiniGameMode_DigitalTrap:PlayerBeginPlay(PlayerPawn)
end
---------------------------------------- Player End ----------------------------------------
function MiniGameMode_DigitalTrap:PlayerDropTrap(PlayerKey)
if self.DeadPC[PlayerKey] then return end
self.DeadPC[PlayerKey] = 1
local PP = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey)
UGCPawnAttrSystem.SetHealth(PP, -1);
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
if PC then
-- UGCSendRPCSystem.ActorRPCNotify(PlayerKey, PC, "BlendToGodCamera")
PC:Server_SetSceneCamera(true)
end
self.PlayerAddScore[PlayerKey] = self.AddScore
self.AddScore = self.AddScore + 1
if self:CheckTrapGameIsFinish_InternalCall() then
self:SetMiniGameModeEnd()
end
end
return MiniGameMode_DigitalTrap