106 lines
3.1 KiB
Lua
106 lines
3.1 KiB
Lua
---@class MiniGameMode_Jigsaw
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---@field IsGameEnd bool
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---@field PlayerAddScore table<PlayerKey, int32> 玩家获取的分数
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---@type MiniGameMode_Jigsaw
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local MiniGameMode_Jigsaw = {
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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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MiniGameScore = {};
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}
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--- 游戏初始化
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function MiniGameMode_Jigsaw:Init()
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-- self:InitMiniGameScore()
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-- UGCEventSystem.AddListener(EventEnum.AddMiniGameScore, self.PlayerAddMiniGameScore, self)
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UGCEventSystem.AddListener(EventEnum.MiniGameEndNotify, self.SetMiniGameModeEnd, self)
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self.JigsawManager = UGCSystemLibrary.GetUniqueInstanceFromPath(MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.Jigsaw].GameParam.JigsawManagerPath)
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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_Jigsaw:GameBegin()
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self.bIsInGame = true
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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.JumpCamera)
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-- UGCSendRPCSystem.ActorRPCNotify(v.PlayerKey, v, "SetJumpCamera", true)
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end
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end
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end
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function MiniGameMode_Jigsaw: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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-- 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_Jigsaw: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_Jigsaw: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_Jigsaw:CheckGameFinish()
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return self.IsGameEnd
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end
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--- 结束触发
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function MiniGameMode_Jigsaw:MiniGameEnd()
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self.PlayerAddScore = UGCGameSystem.GameState:GetPlayerMiniGameAddScore()
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-- UGCEventSystem.RemoveListener(EventEnum.AddMiniGameScore, self.PlayerAddMiniGameScore, self)
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UGCEventSystem.RemoveListener(EventEnum.MiniGameEndNotify, self.SetMiniGameModeEnd, 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_Jigsaw: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_Jigsaw: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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SkillConfig.ExeSkill(SkillConfig.ESkillType.Stun, VictimPawn)
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self.JigsawManager:ProhibitPickupTime(VictimPawn.PlayerKey, 1)
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end
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return 0
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end
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--- 玩家受控时
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function MiniGameMode_Jigsaw:PlayerPossessed(PlayerKey)
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end
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--- 玩家BeginPlay触发
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function MiniGameMode_Jigsaw:PlayerBeginPlay(PlayerPawn)
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end
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---------------------------------------- Player End ----------------------------------------
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return MiniGameMode_Jigsaw |