101 lines
3.2 KiB
Lua
101 lines
3.2 KiB
Lua
---@class MiniGameMode_PunctureBalloon
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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_PunctureBalloon
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local MiniGameMode_PunctureBalloon = {
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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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AllCars = {};
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CarIndex = 0;
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}
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--- 游戏初始化
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function MiniGameMode_PunctureBalloon:Init()
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self.CarManagerPath = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.PunctureBalloon].GameParam.CarManagerPath
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self.CarManager = UGCSystemLibrary.GetUniqueInstanceFromPath(self.CarManagerPath)
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self.CarManager:InitCar()
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UGCEventSystem.AddListener(EventEnum.PierceBalloon, self.PierceBalloon, 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_PunctureBalloon:GameBegin()
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self.bIsInGame = true
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self.CarManager:AllPlayerDriverCar()
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end
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function MiniGameMode_PunctureBalloon: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_PunctureBalloon: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_PunctureBalloon: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_PunctureBalloon: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_PunctureBalloon:MiniGameEnd()
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self.PlayerAddScore = UGCGameSystem.GameState:GetPlayerMiniGameAddScore()
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UGCEventSystem.RemoveListener(EventEnum.PierceBalloon, self.PierceBalloon, self)
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self.CarManager:RemoveAllCar()
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end
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------------------------------------------ Player ------------------------------------------
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--- 玩家死亡
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function MiniGameMode_PunctureBalloon: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_PunctureBalloon:PlayerDamageModify(DamageAmount, VictimPawn, CauserPC)
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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_PunctureBalloon:PlayerPossessed(PlayerKey)
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end
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--- 玩家BeginPlay触发
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function MiniGameMode_PunctureBalloon:PlayerBeginPlay(PlayerPawn)
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end
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---------------------------------------- Player End ----------------------------------------
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function MiniGameMode_PunctureBalloon:PierceBalloon(StabPlayer, PuncturedPlayer)
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-- UGCLogSystem.Log("[MiniGameMode_PunctureBalloon_PierceBalloon] StabPlayer:%s, PuncturedPlayer:%s", tostring(StabPlayer), tostring(PuncturedPlayer))
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UGCGameSystem.GameState:PlayerAddMiniGameScore(StabPlayer, 1)
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UGCGameSystem.GameState:PlayerAddMiniGameScore(PuncturedPlayer, -1)
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MiniGameConfig.CheckPlayerTask(StabPlayer, MiniGameConfig.MiniGameType.PunctureBalloon, UGCGameSystem.GameState:GetPlayerMiniGameScore(StabPlayer), false)
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end
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return MiniGameMode_PunctureBalloon |