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