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

106 lines
3.1 KiB
Lua

---@class MiniGameMode_Jigsaw
---@field IsGameEnd bool
---@field PlayerAddScore table<PlayerKey, int32> 玩家获取的分数
---@type MiniGameMode_Jigsaw
local MiniGameMode_Jigsaw = {
IsGameEnd = false;
bIsInGame = false;
-- 给玩家结算添加的得分{[PlayerKey] = AddScore, ...}
PlayerAddScore = {};
MiniGameScore = {};
}
--- 游戏初始化
function MiniGameMode_Jigsaw:Init()
-- self:InitMiniGameScore()
-- UGCEventSystem.AddListener(EventEnum.AddMiniGameScore, self.PlayerAddMiniGameScore, self)
UGCEventSystem.AddListener(EventEnum.MiniGameEndNotify, self.SetMiniGameModeEnd, self)
self.JigsawManager = UGCSystemLibrary.GetUniqueInstanceFromPath(MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.Jigsaw].GameParam.JigsawManagerPath)
end
--- 准备时间结束游戏开始
function MiniGameMode_Jigsaw:GameBegin()
self.bIsInGame = true
local AllPawn = UGCGameSystem.GetAllPlayerPawn()
for i, v in pairs(AllPawn) do
if v.PlayerKey then
v:SetNowCameraType(CustomEnum.EPlayerPawnCameraType.JumpCamera)
-- UGCSendRPCSystem.ActorRPCNotify(v.PlayerKey, v, "SetJumpCamera", true)
end
end
end
function MiniGameMode_Jigsaw:Update(DeltaTime)
-- 判断该玩法是否已结束
if self.IsGameEnd then return end
-- Update逻辑
-- 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_Jigsaw: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_Jigsaw:GetPlayerAddScore()
return self.PlayerAddScore
end
--- 外层调用,判断该玩法是否已结束
function MiniGameMode_Jigsaw:CheckGameFinish()
return self.IsGameEnd
end
--- 结束触发
function MiniGameMode_Jigsaw:MiniGameEnd()
self.PlayerAddScore = UGCGameSystem.GameState:GetPlayerMiniGameAddScore()
-- UGCEventSystem.RemoveListener(EventEnum.AddMiniGameScore, self.PlayerAddMiniGameScore, self)
UGCEventSystem.RemoveListener(EventEnum.MiniGameEndNotify, self.SetMiniGameModeEnd, self)
end
------------------------------------------ Player ------------------------------------------
--- 玩家死亡
function MiniGameMode_Jigsaw:PlayerDead(VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue, Assister)
end
--- 玩家伤害修改
function MiniGameMode_Jigsaw:PlayerDamageModify(DamageAmount, VictimPawn, CauserPC)
if VictimPawn ~= nil and CauserPC ~= nil and CauserPC.PlayerKey ~= nil and VictimPawn.PlayerKey ~= CauserPC.PlayerKey then
SkillConfig.ExeSkill(SkillConfig.ESkillType.Stun, VictimPawn)
self.JigsawManager:ProhibitPickupTime(VictimPawn.PlayerKey, 1)
end
return 0
end
--- 玩家受控时
function MiniGameMode_Jigsaw:PlayerPossessed(PlayerKey)
end
--- 玩家BeginPlay触发
function MiniGameMode_Jigsaw:PlayerBeginPlay(PlayerPawn)
end
---------------------------------------- Player End ----------------------------------------
return MiniGameMode_Jigsaw