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

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---@class UGCGameState_C:BP_UGCGameState_C
--Edit Below--
---@type UGCGameState_C
UGCGameSystem.UGCRequire('Script.Global.Global')
UGCGameSystem.UGCRequire('Script.Common.ue_enum_custom')
local UGCGameState = {
WaitPlayerJoinTime = 0;
GameStateType = CustomEnum.EGameState.Waiting;
GameTime = 0; -- 游戏倒计时时间
PlayerPersonalInfos = {}; -- 玩家信息{PlayerKey = {UID, PlayerKey, TeamID, IsOffline, PlayerName, Gender, IconURL, AchievementScore, IsSelectTeam}, ...}
PlayerScoreDatas = {}; -- 玩家得分信息{[PlayerKey] = {Kills = int32, Assists = int32, Score = int32}...}
PlayerJoinNum = 0; -- 玩家加入的数量作为个人TeamID
PlayerIsAlive = {}; -- 玩家是否存活
SyncPlaceModeUIInfo = {}; -- 同步放置模式显示的UI
SyncPlayModeUIInfo = {}; -- 同步游玩模式显示的UI
PreSavedMap = {}; -- 当存储地图量达上限时,临时存储的地图
AllDefender = {}; -- 所有将进行防守的玩家
DefenderIndex = 0; -- 当前防守的玩家索引
PlayerSelectPlaceMapCode = {}; -- 玩家进入游戏时保存的地图代码 {[PlayerKey] = {MapCode, MapName}}
LastPlayMapInfo = {}; -- 上次游玩的地图代码和名字 {MapCode, MapName, LastPlayerKey}
-- 突破防线的次数信息
BreakThroughNum = 0;
MaxBreakThroughNum = 0;
-- 武器配置选择
PlayerWeaponCombination = {}; -- 玩家可选的武器组合索引
PlayerSelectedWeaponIndex = {}; -- 玩家选择的武器配置索引
PlayerAutoSelectWeaponHandle = {}; -- 自动选择武器索引
-- 呼吸回血的玩家
RespiratoryRegurgitationPlayers = {};
};
function UGCGameState:GetReplicatedProperties()
return
"GameTime",
"PlayerPersonalInfos",
"WaitPlayerJoinTime",
"GameStateType",
"PlayerScoreDatas",
"PlayerIsAlive",
"SyncPlaceModeUIInfo",
"SyncPlayModeUIInfo",
"LastPlayMapInfo",
"BreakThroughNum",
"MaxBreakThroughNum",
"AllDefender",
"DefenderIndex",
"PlayerWeaponCombination",
"PlayerSelectedWeaponIndex",
ArchiveDataConfig.GetAllReplicatedPropertiesName()
end
-------------------------------------------------------- OnRep --------------------------------------------------------
function UGCGameState:OnRep_PlayerScoreDatas()
PlayerScoreSystem.SetPlayerScoreDatas(self.PlayerScoreDatas)
UGCEventSystem.SendEvent(EventEnum.UpdatePlayerScoreData)
end
function UGCGameState:OnRep_PlayerPersonalInfos()
UGCEventSystem.SendEvent(EventEnum.UpdatePlayerScoreData)
end
function UGCGameState:OnRep_GameStateType()
if self:HasAuthority() then return end
UGCEventSystem.SendEvent(EventEnum.GameStateChange, self.GameStateType)
end
function UGCGameState:OnRep_PlayerIsAlive()
UGCEventSystem.SendEvent(EventEnum.PlayerIsAliveIsChange)
end
function UGCGameState:OnRep_SyncPlaceModeUIInfo()
for _, UIType in pairs(WidgetConfig.SyncShowPlaceModeWidget) do
local Params = self.SyncPlaceModeUIInfo[UIType]
if Params == nil then
WidgetManager:ClosePanel(UIType)
end
end
for UIType, Params in pairs(self.SyncPlaceModeUIInfo) do
WidgetManager:ShowPanel(UIType, false, table.unpack(Params))
end
end
function UGCGameState:OnRep_SyncPlayModeUIInfo()
for _, UIType in pairs(WidgetConfig.SyncShowPlayModeWidget) do
local Params = self.SyncPlayModeUIInfo[UIType]
if Params == nil then
WidgetManager:ClosePanel(UIType)
end
end
for UIType, Params in pairs(self.SyncPlayModeUIInfo) do
WidgetManager:ShowPanel(UIType, false, table.unpack(Params))
end
end
function UGCGameState:OnRep_PlayerWeaponCombination()
UGCEventSystem.SendEvent(EventEnum.PlayerWeaponCombinationUpdate, self.PlayerWeaponCombination)
end
function UGCGameState:OnRep_PlayerSelectedWeaponIndex()
UGCEventSystem.SendEvent(EventEnum.PlayerSelectedWeaponIndexUpdate, self.PlayerSelectedWeaponIndex)
end
function UGCGameState:OnRep_LastPlayMapInfo()
UGCEventSystem.SendEvent(EventEnum.UpdateLastPlayMapInfo, self.UpdateLastPlayMapInfo)
end
function UGCGameState:OnRep_DefenderIndex()
UGCEventSystem.SendEvent(EventEnum.UpdateDefender, self:GetNowDefender())
end
function UGCGameState:OnRep_AllDefender()
UGCEventSystem.SendEvent(EventEnum.UpdateDefender, self:GetNowDefender())
end
------------------------------------------------------ OnRep End ------------------------------------------------------
function UGCGameState:ReceiveBeginPlay()
UGCLogSystem.Log("[UGCGameState_ReceiveBeginPlay]")
--- 注册存档API
ArchiveDataConfig.Register(self)
--屏蔽死亡盒子
self.IsShowDeadBox = false;
self:AddBind()
GlobalInit.Init()
-- 开启滑铲State部分
self.bIsOpenShovelingAbility = true
-- 注册排行信息
PlayerScoreSystem.RegisterInfo(PlacementModeConfig.ScoreVal)
-- 初始化RPC系统
UGCSendRPCSystem.InitUGCSendRPCSystem(self, "UGCSendRPCSystemFunc")
if UGCGameSystem.IsServer() then
-- 生成放置控制器
UGCGameSystem.SpawnActor(self, UE.LoadClass(PlacementModeConfig.PlaceManagerPath), VectorHelper.VectorZero(), VectorHelper.RotZero(), VectorHelper.ScaleOne(), nil)
-- 绑定更新积分的函数
PlayerScoreSystem.BindChangeScoreDataCallBack(self.UpdateAllPlayerScoreDatas, self)
if PlacementModeConfig.IsPlaceMode() then
UGCEventSystem.SendEvent(EventEnum.PlaceMode)
-- 显示放置模式的主菜单
self:ShowSimplePlaceModeUI(WidgetConfig.EUIType.PlaceModeMainMenu)
else
UGCEventSystem.SendEvent(EventEnum.LineOfDefenseMode)
end
else
-- UGCLogSystem.SetEnableLog(false)
if PlacementModeConfig.IsPlaceMode() then
self:OnRep_SyncPlaceModeUIInfo()
else
self:OnRep_SyncPlayModeUIInfo()
end
end
UGCLogSystem.Log("[UGCGameState_ReceiveBeginPlay] Finish")
end
--function UGCGameState:ReceiveTick(DeltaTime)
--end
function UGCGameState:ReceiveEndPlay()
self:RemoveBind()
end
function UGCGameState:AddBind()
UGCCommoditySystem.BuyUGCCommodityResultDelegate:Add(self.OnBuyUGCCommodityResult, self)
if self:HasAuthority() then
UGCEventSystem.AddListener(EventEnum.PlayerLogin, self.PlayerLogin, self)
UGCEventSystem.AddListener(EventEnum.PlayerExit, self.PlayerExit, self)
else
end
end
function UGCGameState:RemoveBind()
UGCCommoditySystem.BuyUGCCommodityResultDelegate:Remove(self.OnBuyUGCCommodityResult, self)
if self:HasAuthority() then
UGCEventSystem.RemoveListener(EventEnum.PlayerLogin, self.PlayerLogin, self)
UGCEventSystem.RemoveListener(EventEnum.PlayerExit, self.PlayerExit, self)
else
end
end
function UGCGameState:PlayerLogin(PlayerPawn, PlayerKey)
UGCLogSystem.Log("[UGCGameState_PlayerLogin] PlayerKey:%s", tostring(PlayerKey))
-- 更新玩家队伍设置
self:UpdatePlayerTeam(PlayerKey)
-- 获取玩家信息
self:GetUserInfo(PlayerKey)
-- 注册玩家得分信息
PlayerScoreSystem.InitPlayerScoreData(PlayerKey)
-- 更新玩家进入游戏时保存的地图代码
self:UpdatePlayerSelectPlaceMapCode(PlayerKey)
if PlacementModeConfig.IsPlaceMode() then
-- 更新放置模式的玩家已保存的地图信息
-- self:UpdateSimplePlayerSavedPlaceMap(PlayerKey)
-- 每日登录任务
self:AddTaskCountByType(PlayerKey, DailyTasksConfig.ETaskType.DailyLogin, 1)
self:AddPlayerNumberOfPlays(PlayerKey)
end
if not table.hasValue(self.AllDefender, PlayerKey) then
self.AllDefender[#self.AllDefender + 1] = PlayerKey
end
UGCLogSystem.Log("[UGCGameState_PlayerLogin] Finish")
end
function UGCGameState:PlayerExit(PlayerPawn, PlayerKey)
if GlobalConfigs.GameSetting.EnablePlayerJoin then
PlayerScoreSystem.RemovePlayerScoreInfo(PlayerKey)
end
end
--- 根据游戏队伍模式更新玩家队伍
---@param PlayerKey uint
function UGCGameState:UpdatePlayerTeam(PlayerKey)
if GlobalConfigs.GameModeSetting.TeamModeType == CustomEnum.ETeamMode.PersonalWarfare then
local NewTeamID = self:GetNewTeamID()
UGCTeamSystem.ChangePlayerTeamID(PlayerKey, NewTeamID)
UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] NewTeamID:%s", tostring(NewTeamID))
end
end
--- 玩家登录获取玩家数据
---@param PlayerKey uint
function UGCGameState:GetUserInfo(PlayerKey)
if self.PlayerPersonalInfos[PlayerKey] then return self.PlayerPersonalInfos[PlayerKey] end
local UserInfo = UGCPlayerStateSystem.GetPlayerAccountInfo(PlayerKey)
if UserInfo then
--- UIDPlayerNameTeamIDGenderPlatformGenderPlayerLevelSegmentLevelIconURL
local UserInfoCpy = UserInfo:Copy()
UGCLogSystem.Log("[UGCGameState_GetUserInfo] PlayerName:%s", UserInfoCpy.PlayerName)
local CustomUserInfo = {
UID = UserInfoCpy.UID,
PlayerKey = PlayerKey,
TeamID = UserInfoCpy.TeamID,
IsOffline = false,
PlayerName = UserInfoCpy.PlayerName,
Gender = UserInfoCpy.PlatformGender,
IconURL = UserInfoCpy.IconURL,
IsSelectTeam = false,
}
self.PlayerPersonalInfos[PlayerKey] = CustomUserInfo
UGCLogSystem.LogTree("[UGCGameState_GetUserInfo] CustomUserInfo:", CustomUserInfo)
return CustomUserInfo
else
UGCLogSystem.LogError("[UGCGameState_GetUserInfo] UserInfo Error PlayerKey:%s", tostring(PlayerKey))
end
end
-------------------------------------------------- ArchiveData --------------------------------------------------
function UGCGameState:GetArchiveDataByType(PlayerKey, ArchiveType)
local UID = self:GetPlayerUIDByPlayerKey(PlayerKey)
if UID then
local ArchiveData = UGCPlayerStateSystem.GetPlayerArchiveData(UID)
if ArchiveData then
UGCLogSystem.Log("[UGCGameState_GetArchiveDataByType] Succeed")
return ArchiveData[ArchiveType]
end
end
return nil
end
function UGCGameState:SavePlayerArchiveData(PlayerKey, ArchiveType, Data)
local UID = self:GetPlayerUIDByPlayerKey(PlayerKey)
if UID then
local ArchiveData = UGCPlayerStateSystem.GetPlayerArchiveData(UID)
if ArchiveData == nil then
ArchiveData = {}
end
ArchiveData[ArchiveType] = Data
UGCPlayerStateSystem.SavePlayerArchiveData(UID, ArchiveData)
return true
end
return false
end
------------------------------------------------ ArchiveData End ------------------------------------------------
-- 存档 ---------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------- NumberOfPlays -------------------------------------------------
--- 增加玩家游玩次数
function UGCGameState:AddPlayerNumberOfPlays(PlayerKey)
local NumberOfPlays = self:GetArchiveDataByType(PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlays)
if NumberOfPlays then
self:SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlays, NumberOfPlays + 1)
else
self:SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlays, 1)
end
end
--- 获取玩家游玩次数
function UGCGameState:GetPlayerNumberOfPlays(PlayerKey)
return ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlay)
end
----------------------------------------------- NumberOfPlays End -----------------------------------------------
--- 收藏一个地图到存档
function UGCGameState:AddSavePlaceMap(PlayerKey, MapName, MapCode)
local SavedMapList = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.SavedMap)
if SavedMapList == nil then
SavedMapList = {}
end
local TempSavedInfo = {MapName = MapName, MapCode = MapCode}
if #SavedMapList >= PlacementModeConfig.PlacingAttr.MaxSavedMapNum then
self.PreSavedMap[PlayerKey] = TempSavedInfo
UGCSendRPCSystem.ClientShowUI(PlayerKey, WidgetConfig.EUIType.ReplaceSavedMap)
return false
else
SavedMapList[#SavedMapList + 1] = TempSavedInfo
local IsSaveSucceed = ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.SavedMap, SavedMapList)
UGCLogSystem.Log("[UGCGameState_AddSavePlaceMap] IsSaveSucceed:%s", tostring(IsSaveSucceed))
UGCLogSystem.LogTree("[UGCGameState_AddSavePlaceMap] SavedMapList:", SavedMapList)
if PlacementModeConfig.IsPlaceMode() then
UGCSendRPCSystem.ActorRPCNotify(PlayerKey, self, "ShowSetPlayMapSecondaryConfirmation")
end
return true
end
end
--- 给玩家二次确认是否要将新摆的地图设置为游玩地图
function UGCGameState:ShowSetPlayMapSecondaryConfirmation()
local SecondaryConfirmationWidget = WidgetManager:GetPanel(WidgetConfig.EUIType.SecondaryConfirmation)
SecondaryConfirmationWidget:SetTextInfo("是否将该地图设置为游玩地图?", "取消", "设置游玩")
SecondaryConfirmationWidget:BindConfirmCallBack(function()
UGCSendRPCSystem.ActorRPCNotify(nil, self, "SetPlayNewMap", UGCSystemLibrary.GetLocalPlayerKey())
end)
WidgetManager:ShowPanel(WidgetConfig.EUIType.SecondaryConfirmation, false)
end
--- 保存当前游玩的他人地图
function UGCGameState:SaveNowPlayMap(InPlayerKey)
if self:AddSavePlaceMap(InPlayerKey, self.LastPlayMapInfo.MapName, self.LastPlayMapInfo.MapCode) then
UGCSendRPCSystem.RPCEvent(InPlayerKey, EventEnum.AddTip, TipConfig.TipType.CollectionSuccessful)
end
end
--- 移除一个地图
function UGCGameState:RemoveSavedMap(PlayerKey, MapIndex)
UGCLogSystem.Log("[UGCGameState_RemoveSavedMap] Start")
local SavedMapList = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.SavedMap)
local SelectMapIndex = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.SelectMapIndex)
if SavedMapList == nil or SavedMapList[MapIndex] == nil then
return false
end
if SelectMapIndex == MapIndex then
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.SelectMapIndex, -1)
elseif SelectMapIndex > MapIndex then
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.SelectMapIndex, SelectMapIndex - 1)
end
UGCLogSystem.LogTree("[UGCGameState_RemoveSavedMap]", SavedMapList)
table.remove(SavedMapList, MapIndex)
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.SavedMap, SavedMapList)
UGCLogSystem.LogTree("[UGCGameState_RemoveSavedMap] Finish", SavedMapList)
return true
end
--- 设置玩家选择的地图
function UGCGameState:SetPlayMap(PlayerKey, MapIndex)
if PlacementModeConfig.IsPlaceMode() then
if MapIndex == nil or MapIndex > 0 and MapIndex <= PlacementModeConfig.PlacingAttr.MaxSavedMapNum then
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.SelectMapIndex, MapIndex)
end
end
return true
end
--- 将玩家最新最新加入的地图设置为游玩模式
function UGCGameState:SetPlayNewMap(PlayerKey)
if PlacementModeConfig.IsPlaceMode() then
local SavedMap = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.SavedMap)
if SavedMap == nil then return false end
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.SelectMapIndex, #SavedMap)
end
return true
end
--- 移除调被替换的地图信息,添加玩家预存的地图信息
function UGCGameState:ReplaceMap(PlayerKey, RemoveMapIndex)
if self.PreSavedMap[PlayerKey] then
if self:RemoveSavedMap(PlayerKey, RemoveMapIndex) then
self:AddSavePlaceMap(PlayerKey, self.PreSavedMap[PlayerKey].MapName, self.PreSavedMap[PlayerKey].MapCode)
self.PreSavedMap[PlayerKey] = nil
end
end
end
--- 重置已保存的地图的名字
function UGCGameState:SetSavedMapName(PlayerKey, MapIndex, Name)
local SavedMapList = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.SavedMap)
if SavedMapList and SavedMapList[MapIndex] then
SavedMapList[MapIndex].MapName = Name
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.SavedMap, SavedMapList)
end
end
-- 存档 End -----------------------------------------------------------------------------------------------------------------------------------------------
-- Score Data ----------------------------------------------------------------------------------------
--- 更新返回所有玩家得分
function UGCGameState:UpdateAllPlayerScoreDatas()
self.PlayerScoreDatas = PlayerScoreSystem.GetPlayerScoreDatas()
UGCLogSystem.LogTree("[UGCGameState_UpdateAllPlayerScoreDatas]", self.PlayerScoreDatas)
end
-- Score Data End ------------------------------------------------------------------------------------
--- 获取当前游戏状态
function UGCGameState:GetGameStateType()
return self.GameStateType
end
--- 设置当前游戏状态
function UGCGameState:SetGameStateType(NewGameStateType)
if not self:HasAuthority() then return end
if self.GameStateType ~= NewGameStateType then
self.GameStateType = NewGameStateType
UGCEventSystem.SendEvent(EventEnum.GameStateChange, self.GameStateType)
end
end
--- 设置游戏结束
function UGCGameState:GameFinish()
self:SetGameStateType(CustomEnum.EGameState.End)
end
--- 获取一个新的队伍ID 个人战使用
function UGCGameState:GetNewTeamID()
-- body
self.PlayerJoinNum = self.PlayerJoinNum + 1
return self.PlayerJoinNum
end
------------------------------------------------------------------ 获取玩家信息 ------------------------------------------------------------------
function UGCGameState:GetPlayerNameByPlayerKey(PlayerKey)
if self.PlayerPersonalInfos[PlayerKey] then
return self.PlayerPersonalInfos[PlayerKey].PlayerName
else
return ""
end
end
function UGCGameState:GetPlayerTeamIDByPlayerKey(PlayerKey)
if self.PlayerPersonalInfos[PlayerKey] then
return self.PlayerPersonalInfos[PlayerKey].TeamID
else
return -1
end
end
function UGCGameState:GetHeadIconByPlayerKey(PlayerKey)
if self.PlayerPersonalInfos[PlayerKey] then
return self.PlayerPersonalInfos[PlayerKey].IconURL
else
return ""
end
end
function UGCGameState:GetPlayerUIDByPlayerKey(PlayerKey)
return self.PlayerPersonalInfos[PlayerKey].UID
end
---------------------------------------------------------------- 获取玩家信息 End ----------------------------------------------------------------
function UGCGameState:GetGameTime()
return self.GameTime
end
function UGCGameState:SetGameTime(NewTime)
if UGCGameSystem.IsServer() then
self.GameTime = NewTime
else
UGCLogSystem.LogError("[UGCGameState_SetGameTime] 客户端无法设置游戏时间")
end
end
function UGCGameState:SetPlayerIsAlive(PlayerKey, Pawn)
if Pawn then
self.PlayerIsAlive[PlayerKey] = Pawn
else
self.PlayerIsAlive[PlayerKey] = nil
end
end
function UGCGameState:GetPlayerIsAlive(PlayerKey)
if self.PlayerIsAlive[PlayerKey] then
return true
end
return false
end
function UGCGameState:GetAlivePawn(PlayerKey)
return self.PlayerIsAlive[PlayerKey]
end
--------------------------------------------- SyncUIInfo ---------------------------------------------
-- PlaceMode ------------------------------------------------------------------------------------------
function UGCGameState:ShowSimplePlaceModeUI(UIType, Params)
if Params == nil then Params = {} end
self.SyncPlaceModeUIInfo = {}
self.SyncPlaceModeUIInfo[UIType] = Params
end
function UGCGameState:AddPlaceModeUI(UIType, Params)
if table.hasValue(WidgetConfig.SyncShowPlaceModeWidget, UIType) then
if Params == nil then Params = {} end
self.SyncPlaceModeUIInfo[UIType] = Params
end
end
function UGCGameState:RemovePlaceModeUI(UIType)
self.SyncPlaceModeUIInfo[UIType] = nil
end
-- PlaceMode End --------------------------------------------------------------------------------------
-- PlayMode -------------------------------------------------------------------------------------------
function UGCGameState:ShowSimplePlayModeUI(UIType, Params)
if Params == nil then Params = {} end
self.SyncPlayModeUIInfo = {}
self.SyncPlayModeUIInfo[UIType] = Params
end
function UGCGameState:AddPlayModeUI(UIType, Params)
if table.hasValue(WidgetConfig.SyncShowPlayModeWidget, UIType) then
if Params == nil then Params = {} end
self.SyncPlayModeUIInfo[UIType] = Params
end
end
function UGCGameState:RemovePlayModeUI(UIType)
self.SyncPlayModeUIInfo[UIType] = nil
end
-- PlayMode End ---------------------------------------------------------------------------------------
--------------------------------------------- SyncUIInfo End ---------------------------------------------
--------------------------------------------- 回合双方的参数设置 ---------------------------------------------
--- 打乱防守方顺序
function UGCGameState:ShuffleAllDefender()
table.Shuffle(self.AllDefender)
end
function UGCGameState:GetNewDefender()
for i = self.DefenderIndex + 1, #self.AllDefender do
self.DefenderIndex = self.DefenderIndex + 1
if UGCGameSystem.GetPlayerControllerByPlayerKey(self.AllDefender[self.DefenderIndex]) then
break
end
end
return self.AllDefender[self.DefenderIndex]
end
function UGCGameState:GetNowDefender()
return self.AllDefender[self.DefenderIndex]
end
-- 刷新此回合需要突破防线的次数
function UGCGameState:UpdateNumOfBreakingThroughDefenseLine()
self.MaxBreakThroughNum = PlacementModeConfig.GetNumOfBreakingThroughDefenseLine()
self.BreakThroughNum = 0
local Defender = self:GetNewDefender()
local AllPC = UGCGameSystem.GetAllPlayerController()
for i, v in pairs(AllPC) do
if v.PlayerKey == Defender then
v:SetStartPointType(EPlayerStartType.Defender)
UGCTeamSystem.ChangePlayerTeamID(v.PlayerKey, 2)
else
v:SetStartPointType(EPlayerStartType.Attacker)
UGCTeamSystem.ChangePlayerTeamID(v.PlayerKey, 1)
end
end
end
function UGCGameState:AddBreakThroughNum()
self.BreakThroughNum = self.BreakThroughNum + 1
end
function UGCGameState:GetBreakThroughNum()
return self.BreakThroughNum
end
function UGCGameState:IsAttackSucceed()
return self.BreakThroughNum >= self.MaxBreakThroughNum
end
--- 判断是否为最后一位玩家
function UGCGameState:IsFinishPlayer()
for i = self.DefenderIndex + 1, #self.AllDefender do
if UGCGameSystem.GetPlayerControllerByPlayerKey(self.AllDefender[i]) then
return false
end
end
return true
end
--- 获取当前防守玩家默认的地图代码
function UGCGameState:GetNowDefenderSelectMap()
return self.PlayerSelectPlaceMapCode[self:GetNowDefender()].MapCode
end
--- 刷新上次游玩的地图信息 用途是在回合结算界面时加载新地图而临时保留上次玩家的地图信息
function UGCGameState:UpdateLastPlayMapInfo()
self.LastPlayMapInfo = self.PlayerSelectPlaceMapCode[self:GetNowDefender()]
self.LastPlayMapInfo["LastPlayerKey"] = self:GetNowDefender()
end
--- 更新玩家进入时保存的地图
function UGCGameState:UpdatePlayerSelectPlaceMapCode(PlayerKey)
if self.PlayerSelectPlaceMapCode[PlayerKey] then return end
local MapIndex = self:GetArchiveDataByType(PlayerKey, ArchiveDataConfig.EArchiveType.SelectMapIndex)
local SavedMapList = self:GetArchiveDataByType(PlayerKey, ArchiveDataConfig.EArchiveType.SavedMap)
if MapIndex == nil or SavedMapList == nil or SavedMapList[MapIndex] == nil then
self.PlayerSelectPlaceMapCode[PlayerKey] = {MapCode = PlacementModeConfig.GlobalDefaultPlaceCode, MapName = "默认地图"}
else
self.PlayerSelectPlaceMapCode[PlayerKey] = {MapCode = SavedMapList[MapIndex].MapCode, MapName = SavedMapList[MapIndex].MapName}
end
end
--- 获取防守方MVP
function UGCGameState:GetDefendMVP()
local ResPlayerKey = -1
local DefendSucceedNum = 0
local PlayerKill = 0
for i, v in pairs(PlayerScoreSystem.GetPlayerScoreDatas()) do
local TempDefendSucceedNum = PlayerScoreSystem.GetPlayerScoreDataFromType(i, PlacementModeConfig.AddScoreType.DefendSucceedAddScore)
local TempPlayerKillNum = PlayerScoreSystem.GetPlayerScoreDataFromType(i, PlacementModeConfig.AddScoreType.KillAddScore)
if ResPlayerKey < 0
or TempDefendSucceedNum > DefendSucceedNum
or (TempDefendSucceedNum == DefendSucceedNum and PlayerKill > TempPlayerKillNum)
then
ResPlayerKey = i
DefendSucceedNum = TempDefendSucceedNum
PlayerKill = TempPlayerKillNum
end
end
return ResPlayerKey
end
--- 获取进攻方MVP
function UGCGameState:GetAttackMVP()
local ResPlayerKey = -1
local PlayerBreakThroughNum = 0
local PlayerKill = 0
for i, v in pairs(PlayerScoreSystem.GetPlayerScoreDatas()) do
local TempPlayerBreakThroughNum = PlayerScoreSystem.GetPlayerScoreDataFromType(i, PlacementModeConfig.AddScoreType.EnterDefenseLineAddScore)
local TempPlayerKillNum = PlayerScoreSystem.GetPlayerScoreDataFromType(i, PlacementModeConfig.AddScoreType.KillAddScore)
if ResPlayerKey < 0
or TempPlayerBreakThroughNum > PlayerBreakThroughNum
or (TempPlayerBreakThroughNum == PlayerBreakThroughNum and PlayerKill > TempPlayerKillNum)
then
ResPlayerKey = i
PlayerBreakThroughNum = TempPlayerBreakThroughNum
PlayerKill = TempPlayerKillNum
end
end
return ResPlayerKey
end
------------------------------------------- 回合双方的参数设置 End -------------------------------------------
-- 修改消耗品数量 ---------------------------------------------------------------------------------------------------------------------------
function UGCGameState:AddGold(PlayerKey, Gold)
if UGCGameSystem.IsServer() then
local GoldCount = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.Gold)
if GoldCount == nil then GoldCount = 0 end
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.Gold, GoldCount + Gold)
end
end
function UGCGameState:AddGoldBrick(PlayerKey, GoldBrick)
if UGCGameSystem.IsServer() then
local GoldBrickCount = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.GoldBrick)
if GoldBrickCount == nil then GoldBrickCount = 0 end
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.GoldBrick, GoldBrickCount + GoldBrick)
end
end
function UGCGameState:AddExp(PlayerKey, Exp)
if UGCGameSystem.IsServer() then
local ExpCount = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.Exp)
if ExpCount == nil then ExpCount = 0 end
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.Exp, ExpCount + Exp)
end
end
-- 修改消耗品数量 End -----------------------------------------------------------------------------------------------------------------------
-- Buy -----------------------------------------------------------------------------------------------------------------------------------
--- Server or Client
--- 校验玩家的解锁物是否符合要求
function UGCGameState:CheckUnlockProperty(PlayerKey, UnlockType, UnlockCost)
if UnlockType == PlacementModeConfig.EUnlockType.None then
return true
elseif UnlockType == PlacementModeConfig.EUnlockType.Gold then
local Gold = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.Gold)
if Gold == nil then Gold = 0 end
return Gold >= UnlockCost
elseif UnlockType == PlacementModeConfig.EUnlockType.Level then
local Exp = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.Exp)
if Exp == nil then Exp = 0 end
return LevelConfig.GetLevel(Exp) >= UnlockCost
elseif UnlockType == PlacementModeConfig.EUnlockType.GoldBrick then
local GoldBrick = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.GoldBrick)
if GoldBrick == nil then GoldBrick = 0 end
return GoldBrick >= UnlockCost
end
return true
end
--- Server
--- 消耗玩家的资产
function UGCGameState:ExpendPlayerProperty(PlayerKey, UnlockType, Cost)
if self:CheckUnlockProperty(PlayerKey, UnlockType, Cost) then
if UnlockType == PlacementModeConfig.EUnlockType.Gold then
local Gold = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.Gold)
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.Gold, Gold - Cost)
elseif UnlockType == PlacementModeConfig.EUnlockType.GoldBrick then
local GoldBrick = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.GoldBrick)
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.GoldBrick, GoldBrick - Cost)
end
return true
else
UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.AddTip, TipConfig.TipType.ConsumablesInsufficient, UnlockType)
return false
end
end
--- 解锁放置物
function UGCGameState:UnlockPlaceItem(PlayerKey, PlaceItemType)
if UGCGameSystem.IsServer() and table.hasValue(EPlaceItemType, PlaceItemType) then
local ItemIncrement = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.ItemIncrement)
if ItemIncrement == nil then ItemIncrement = {} end
local Increment = ItemIncrement[PlaceItemType]
if Increment == nil or Increment == 0 then
local UnlockType, UnlockCost = PlacementModeConfig.GetPlaceItemUnlockInfo(PlaceItemType)
local ExpendSucceed = self:ExpendPlayerProperty(PlayerKey, UnlockType, UnlockCost)
if ExpendSucceed then
ItemIncrement[PlaceItemType] = 1
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.ItemIncrement, ItemIncrement)
UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.AddTip, TipConfig.TipType.UnlockSucceed)
end
--UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.UnlockCallBack, ExpendSucceed, UnlockType)
end
end
end
--- 增加放置物
function UGCGameState:AddItemIncrement(PlayerKey, PlaceItemType)
if UGCGameSystem.IsServer() and table.hasValue(EPlaceItemType, PlaceItemType) then
local ItemIncrement = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.ItemIncrement)
if ItemIncrement == nil then ItemIncrement = {} end
local Increment = ItemIncrement[PlaceItemType] and ItemIncrement[PlaceItemType] or 0
local PlaceItemInfo = PlacementModeConfig.ItemInfo[PlaceItemType]
local CanPlaceCount = Increment + PlaceItemInfo.InitialCount
if CanPlaceCount > 0 and CanPlaceCount < PlaceItemInfo.MaxCount then
local UnlockType, UnlockCost = PlacementModeConfig.GetPlaceItemIncrementInfo(PlaceItemType)
local ExpendSucceed = self:ExpendPlayerProperty(PlayerKey, UnlockType, UnlockCost)
if ExpendSucceed then
ItemIncrement[PlaceItemType] = Increment + 1
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.ItemIncrement, ItemIncrement)
UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.AddTip, TipConfig.TipType.IncrementSucceed)
end
--UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.IncrementCallBack, ExpendSucceed, UnlockType)
end
end
end
-- 兑换 ------------------------------
--- 金币兑换经验
function UGCGameState:GoldToExp(PlayerKey, Gold)
if self:ExpendPlayerProperty(PlayerKey, PlacementModeConfig.EUnlockType.Gold, Gold) then
self:AddExp(PlayerKey, Gold * PlacementModeConfig.PlacingAttr.RatioGoldToExp)
UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.AddTip, TipConfig.TipType.ExchangeSucceed)
end
end
--- 金砖兑换金币
function UGCGameState:GoldBrickToGold(PlayerKey, GoldBrick)
if self:ExpendPlayerProperty(PlayerKey, PlacementModeConfig.EUnlockType.GoldBrick, GoldBrick) then
self:AddGold(PlayerKey, GoldBrick * PlacementModeConfig.PlacingAttr.RatioGoldBrickToGold)
UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.AddTip, TipConfig.TipType.ExchangeSucceed)
end
end
-- 兑换 End --------------------------
-- Buy End -------------------------------------------------------------------------------------------------------------------------------
-- Task ----------------------------------------------------------------------------------------------------------------------------------
--- 增加每日任务的完成量
function UGCGameState:AddTaskCountByType(InPlayerKey, TaskType, AddCount)
UGCLogSystem.Log("[UGCGameState_AddTaskCountByType]")
if DailyTasksConfig.TaskInfo[TaskType] == nil then
UGCLogSystem.LogError("[UGCGameState_AddTaskCountByType] TaskType:%s is nil", tostring(TaskType))
return
end
self:CheckNewDay(InPlayerKey)
local DailyTasks = ArchiveDataConfig.GetPlayerArchiveDataFromType(InPlayerKey, ArchiveDataConfig.EArchiveType.DailyTasks)
if DailyTasks == nil then
DailyTasks = {}
end
local LastTaskCount = 0
if DailyTasks[TaskType] then
LastTaskCount = DailyTasks[TaskType]
end
local TaskDailyLimit = DailyTasksConfig.TaskInfo[TaskType].DailyLimit
if LastTaskCount < TaskDailyLimit then
local NowTaskCount = math.clamp(LastTaskCount + AddCount, 0, TaskDailyLimit)
local IsDisposable = DailyTasksConfig.TaskInfo[TaskType].IsDisposable
if IsDisposable or TaskDailyLimit == NowTaskCount then
for i, v in pairs(DailyTasksConfig.TaskInfo[TaskType].Reward) do
local AddRewardCount = IsDisposable and (v.Count * (NowTaskCount - LastTaskCount)) or v.Count
if v.Type == ArchiveDataConfig.EArchiveType.Gold then
self:AddGold(InPlayerKey, AddRewardCount)
elseif v.Type == ArchiveDataConfig.EArchiveType.Exp then
self:AddExp(InPlayerKey, AddRewardCount)
end
end
end
DailyTasks[TaskType] = NowTaskCount
ArchiveDataConfig.SavePlayerArchiveData(InPlayerKey, ArchiveDataConfig.EArchiveType.DailyTasks, DailyTasks)
UGCLogSystem.Log("[UGCGameState_AddTaskCountByType] Succeed")
end
UGCLogSystem.Log("[UGCGameState_AddTaskCountByType] Finish")
end
function UGCGameState:CheckNewDay(InPlayerKey)
local DailyTasksUpdateDay = ArchiveDataConfig.GetPlayerArchiveDataFromType(InPlayerKey, ArchiveDataConfig.EArchiveType.DailyTasksUpdateDay)
local Day = UGCSystemLibrary.GetDayOfYear()
UGCLogSystem.Log("[UGCGameState_CheckNewDay] LastDay:%s, NowDay, %s", tostring(DailyTasksUpdateDay), tostring(Day))
if DailyTasksUpdateDay ~= Day then
self:ResetTaskArchiveData(InPlayerKey, Day)
end
end
function UGCGameState:ResetTaskArchiveData(InPlayerKey, NowDay)
UGCLogSystem.Log("[UGCGameState_ResetTaskArchiveData] InPlayerKey:%s, NowDay:%s", tostring(InPlayerKey), tostring(NowDay))
ArchiveDataConfig.SavePlayerArchiveData(InPlayerKey, ArchiveDataConfig.EArchiveType.DailyTasksUpdateDay, NowDay)
ArchiveDataConfig.SavePlayerArchiveData(InPlayerKey, ArchiveDataConfig.EArchiveType.DailyTasks, {})
end
-- Task End ------------------------------------------------------------------------------------------------------------------------------
-- PlayerWeaponCombination ---------------------------------------------------------------------------------------------------------------
function UGCGameState:SetPlayerWeaponCombination(PlayerKey, WeaponCombinationType)
self.PlayerWeaponCombination[PlayerKey] = WeaponCombinationType
self:ResetPlayerSelectWeaponIndex(PlayerKey)
end
function UGCGameState:GetPlayerWeaponCombination(PlayerKey)
if self.PlayerWeaponCombination[PlayerKey] then
return self.PlayerWeaponCombination[PlayerKey]
else
return 1
end
end
--- 重置玩家选择的武器配置索引
function UGCGameState:ResetPlayerSelectWeaponIndex(PlayerKey)
self.PlayerSelectedWeaponIndex[PlayerKey] = nil
end
--- 重置所有玩家的武器配置索引
function UGCGameState:ResetAllPlayerSelectWeaponIndex()
self.PlayerSelectedWeaponIndex = {}
end
--- 设置玩家选择的武器配置索引
function UGCGameState:PlayerSelectWeaponIndex(PlayerKey, WeaponCombinationIndex)
self.PlayerSelectedWeaponIndex[PlayerKey] = WeaponCombinationIndex
self:CheckWeaponAndParts(PlayerKey)
if self.PlayerAutoSelectWeaponHandle[PlayerKey] then
UGCEventSystem.StopTimer(self.PlayerAutoSelectWeaponHandle[PlayerKey])
self.PlayerAutoSelectWeaponHandle[PlayerKey] = nil
end
end
--- 校验玩家选择的武器配置索引
function UGCGameState:CheckPlayerSelectWeaponIndex(PlayerKey)
local SelectedWeaponIndex = self:GetPlayerSelectedWeaponIndex(PlayerKey)
if SelectedWeaponIndex then
local WeaponCombination = WeaponSelectionCombinationConfig.WeaponCombinationList[self:GetPlayerWeaponCombination(PlayerKey)]
if WeaponCombination then
if WeaponCombination.Weapon[SelectedWeaponIndex] then
return true
end
end
end
return false
end
--- 获取玩家选择的武器配置索引
function UGCGameState:GetPlayerSelectedWeaponIndex(PlayerKey)
return self.PlayerSelectedWeaponIndex[PlayerKey]
end
--- 获取玩家选择的武器索引对应的武器及配件
function UGCGameState:GetPlayerSelectedWeaponAndParts(PlayerKey)
local Res = {}
if self:CheckPlayerSelectWeaponIndex(PlayerKey) then
local Weapons = WeaponSelectionCombinationConfig.WeaponCombinationList[self:GetPlayerWeaponCombination(PlayerKey)].Weapon[self:GetPlayerSelectedWeaponIndex(PlayerKey)]
for i, WeaponID in pairs(Weapons) do
Res[WeaponID] = 1
for _, PartID in pairs(WeaponTable.RecommendedWeaponParts[WeaponID]) do
if Res[PartID] then
Res[PartID] = 1 + Res[PartID]
else
Res[PartID] = 1
end
end
end
end
return Res
end
--- 检测并给予玩家武器和配件
function UGCGameState:CheckWeaponAndParts(InPlayerKey)
local TargetPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey)
if TargetPawn == nil then return end
local WeaponAndParts = UGCGameSystem.GameState:GetPlayerSelectedWeaponAndParts(InPlayerKey)
---@return ItemDataList LuaTable @LuaTable<ItemData>, ItemData结构ItemID,InstanceID,Count,Type,SubType,IsAvatar
local AllItems = UGCBackPackSystem.GetAllItemData(TargetPawn)
-- 验证玩家当前背包武器及配件是否需要销毁
for i, ItemInfo in pairs(AllItems) do
local TypeID = UGCSystemLibrary.GetItemTypeID(ItemInfo.ItemID)
if TypeID < 300 and TypeID > 100 then
local TargetItemCount = WeaponAndParts[ItemInfo.ItemID]
if TargetItemCount == nil then TargetItemCount = 0 end
if ItemInfo.Count > TargetItemCount then
--- 销毁背包中的物品
UGCBackPackSystem.DropItem(TargetPawn, ItemInfo.ItemID, ItemInfo.Count - TargetItemCount, true)
end
end
end
local bGiveWeapon = false
-- 添加武器及配件
for ItemID, TargetCount in pairs(WeaponAndParts) do
local Count = UGCBackPackSystem.GetItemCount(TargetPawn, ItemID)
if TargetCount > Count then
UGCBackPackSystem.AddItem(TargetPawn, ItemID, TargetCount - Count)
local ItemTypeID = UGCSystemLibrary.GetItemTypeID(ItemID)
if ItemTypeID > 100 and ItemTypeID < 200 then
bGiveWeapon = true
end
end
end
if bGiveWeapon then
UGCEventSystem.SetTimer(TargetPawn, function()
for i, v in pairs(ShootWeaponEnums) do
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(TargetPawn, v)
if UE.IsValid(Weapon) then
UGCGunSystem.EnableClipInfiniteBullets(Weapon, true)
local MaxBulletNumInOneClip = UGCGunSystem.GetMaxBulletNumInOneClip(Weapon)
Weapon:SetCurrentBulletNumInClipOnServer(MaxBulletNumInOneClip, true)
-- 玩家离开换弹状态
if UE.IsValid(TargetPawn) then
UGCPawnSystem.LeavePawnState(TargetPawn, EPawnState.Roload)
end
end
end
end,
1.
)
end
end
--- 显示玩家选择武器UI并延迟默认选择第一个
function UGCGameState:ShowPlayerSelectWeaponWidget(PlayerKey)
UGCSendRPCSystem.ClientShowUI(PlayerKey, WidgetConfig.EUIType.WeaponSelect)
if self.PlayerAutoSelectWeaponHandle[PlayerKey] then
UGCEventSystem.StopTimer(self.PlayerAutoSelectWeaponHandle[PlayerKey])
end
self.PlayerAutoSelectWeaponHandle[PlayerKey] = UGCEventSystem.SetTimer(self, function()
self.PlayerAutoSelectWeaponHandle[PlayerKey] = nil
self:PlayerSelectWeaponIndex(PlayerKey, 1)
end, GlobalConfigs.GameSetting.WeaponSelectTime)
end
--- 获取当前默认配置项的其他配件(头甲等出生给予的配置)
function UGCGameState:GetPlayerBeBornParts(InPlayerKey)
local WeaponCombinationList = WeaponSelectionCombinationConfig.WeaponCombinationList[self:GetPlayerWeaponCombination(InPlayerKey)]
if WeaponCombinationList then
return WeaponCombinationList.OtherParts
end
return {}
end
-- PlayerWeaponCombination End -----------------------------------------------------------------------------------------------------------
--- 玩家点赞
function UGCGameState:AddLike(InPlayerLike)
local PlayerKey = self.LastPlayMapInfo.LastPlayerKey
if PlayerKey then
local LikeCount = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.Like)
if LikeCount then
LikeCount = LikeCount + 1
else
LikeCount = 1
end
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.Like, LikeCount)
self:AddTaskCountByType(InPlayerLike, DailyTasksConfig.ETaskType.LikeOtherPlayerMap, 1)
UGCSendRPCSystem.RPCEvent(PlayerKey, EventEnum.AddTip, TipConfig.TipType.PlayerLike)
end
end
-- Shop -------------------------------------------------------------------------------------------------------------------------------------------------
--可以通过参数得知玩家物品的变化已经是否购买成功
function UGCGameState:OnBuyUGCCommodityResult(bSucceeded, PlayerKey, CommodityID, Count, UID, ProductID)
local Result = string.format(
"([UGCGameState_OnBuyUGCCommodityResult bSucceeded=%s PlayerKey=%s CommodityID=%s Count=%s)",
tostring(bSucceeded),
tostring(PlayerKey),
tostring(CommodityID),
tostring(Count),
tostring(ProductID)
)
ugcprint(Result)
local cond = UGCGameSystem.IsServer()
if cond then
if bSucceeded then
self:AddGoldBrick(PlayerKey, Count)
UGCLogSystem.Log("[UGCGameState_OnBuyUGCCommodityResult] AddSucceed")
end
local CommodityList = UGCCommoditySystem.GetAllPlayerUGCCommodityList()
local PlayerController = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
ugcprint(ToTreeString(CommodityList[PlayerController:GetInt64UID()]))
else
local CommodityList = UGCCommoditySystem.GetUGCCommodityList()
ugcprint(ToTreeString(CommodityList))
end
end
-- Shop -------------------------------------------------------------------------------------------------------------------------------------------------
-- Debug ---------------------------------------------------------------------------------------------------------------------------------
function UGCGameState:Debug_AddGold(PlayerKey)
if GlobalConfigs.IsDebug then
if UGCGameSystem.IsServer() then
self:AddGold(PlayerKey, 10000)
else
UGCSendRPCSystem.ActorRPCNotify(PlayerKey, self, "Debug_AddGold", PlayerKey)
end
end
end
function UGCGameState:Debug_AddGoldBrick(PlayerKey)
if GlobalConfigs.IsDebug then
if UGCGameSystem.IsServer() then
self:AddGoldBrick(PlayerKey, 100)
else
UGCSendRPCSystem.ActorRPCNotify(PlayerKey, self, "Debug_AddGoldBrick", PlayerKey)
end
end
end
function UGCGameState:Debug_AddExp(PlayerKey)
if GlobalConfigs.IsDebug then
if UGCGameSystem.IsServer() then
self:AddExp(PlayerKey, 10000)
else
UGCSendRPCSystem.ActorRPCNotify(nil, self, "Debug_AddExp", PlayerKey)
end
end
end
function UGCGameState:Debug_ClearArchiveData(PlayerKey)
if GlobalConfigs.IsDebug then
if UGCGameSystem.IsServer() then
ArchiveDataConfig.ClearPlayerArchiveData(PlayerKey)
else
UGCSendRPCSystem.ActorRPCNotify(nil, self, "Debug_ClearArchiveData", PlayerKey)
end
end
end
function UGCGameState:Debug_ClearArchiveDataFromType(PlayerKey, InArchiveDataType)
if GlobalConfigs.IsDebug then
if UGCGameSystem.IsServer() then
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, InArchiveDataType, nil)
else
UGCSendRPCSystem.ActorRPCNotify(nil, self, "Debug_ClearArchiveData", PlayerKey)
end
end
end
-- Debug End -----------------------------------------------------------------------------------------------------------------------------
--- 设置可呼吸回血的玩家
function UGCGameState:SetRespiratoryRegurgitationPlayers(InPlayers)
self.RespiratoryRegurgitationPlayers = InPlayers
end
--- 获取可呼吸回血的玩家
function UGCGameState:GetRespiratoryRegurgitationPlayers()
return self.RespiratoryRegurgitationPlayers
end
------------------------------------------------ GameState Abstract RPC ------------------------------------------------
function UGCGameState:UGCSendRPCSystemFunc(...)
UGCSendRPCSystem.RPCFunc(...)
end
---------------------------------------------- GameState Abstract RPC End ----------------------------------------------
function UGCGameState:GetAvailableServerRPCs()
return
"UGCSendRPCSystemFunc"
end
return UGCGameState;