593 lines
20 KiB
Lua
593 lines
20 KiB
Lua
---@class UGCGameState_C:BP_UGCGameState_C
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---@field WrapperClass UClass
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--Edit Below--
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UGCGameSystem.UGCRequire('Script.Common.ue_enum_custom')
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require('Script.Global.Global');
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local UGCGameState = {};
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UGCGameState.ServerTime = 0; --- 服务器时间
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UGCGameState.ServerTimeDiff = 0; --- 服务器时间 - 客户端时间的差值;如果想在服务器求客户端时间:当前时间 - 该值;
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UGCGameState.MapIndex = 0; --- 地图数据
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---@type table<PlayerKey, any>
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UGCGameState.ArchiveData = {}; --- 玩家存档数据
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---@type table<PlayerKey, PlayerAccountInfo>
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UGCGameState.AccountInfo = {}; --- 玩家账户信息
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UGCGameState.CountDownTime = 0; --- 游戏进程数据
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UGCGameState.MiniInitData = {}; --- 一些在最前面的数据需要特定传输的
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UGCGameState.PlayerDisconnect = {}; --- 玩家是否掉线
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UGCGameState.EnableShovel = false; --- 是否可以滑铲
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UGCGameState.MiniState = nil;
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function UGCGameState:ReceiveBeginPlay()
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GlobalInit.InitGlobalVar();
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self:InitServerTime();
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self.bIsOpenShovelingAbility = DefaultSettings.OpenShovel and self.EnableShovel;
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if GlobalBeginTool then GlobalBeginTool:ReceiveBeginPlay(); end
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table.func(MiniManager, "Init", self);
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end
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function UGCGameState:ReceiveTick(DeltaTime)
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if GlobalTickTool then GlobalTickTool:ReceiveTick(DeltaTime, self:GetServerTime()); end
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end
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function UGCGameState:InitServerTime()
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if IsServer then
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self.ServerTime = 1; -- 设置好
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DOREPONCE(self, "ServerTime");
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end
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end
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function UGCGameState:ReceiveEndPlay()
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DefaultSettings = nil;
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EventTypes = nil;
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GameState = nil;
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LocalPlayerKey = nil;
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LocalPlayerController = nil;
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LocalTeamPlayers = nil;
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EnemyTeamPlayers = nil;
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UnableTable();
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UnableTool();
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UnableWidgetManager();
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UGCGameSystem.GameState = nil;
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---@type table<PlayerKey, SoloKingArchiveData>
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ArchiveTable = nil;
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AccountTable = nil;
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end
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function UGCGameState:GetAvailableServerRPCs()
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return "LoadMap"
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, "CheckServerTime"
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, "UIAlready"
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, "MiniGameReceiveRPC"
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end
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function UGCGameState:GetReplicatedProperties()
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return { "MapIndex", "Lazy" }
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, { "ArchiveData", "Lazy" }
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, { "AccountInfo", "Lazy" }
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, "CountDownTime"
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, { "ServerTime", "Lazy" }
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, { "LoadMapName", "Lazy" }
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, { "CurrMiniType", "Lazy" }
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, { "MiniInfo", "Lazy" }
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, { "MiniInitData", "Lazy" }
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, { "MiniState", "Lazy" }
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, { "SelectGameMode", "Lazy" }
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, "EnableShovel"
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end
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----------------------------------------- 玩家属性 -----------------------------------------
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---@param InPlayerKey PlayerKey
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function UGCGameState:HandleAccountInfo(InPlayerKey)
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if InPlayerKey == nil then
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self.AccountInfo = TableHelper.DeepCopyTable(AccountTable);
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else
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self.AccountInfo[InPlayerKey] = TableHelper.DeepCopyTable(AccountTable[InPlayerKey]);
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end
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DOREPONCE(self, "AccountInfo");
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end
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function UGCGameState:HandleArchiveData(InPlayerKey, IgnoreList)
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if IgnoreList == nil then IgnoreList = {}; end
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UGCLogSystem.LogTree(string.format("[UGCGameState:HandleArchiveData] PlayerKey = %s, IgnoreList =", tostring(InPlayerKey)), IgnoreList);
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local List = {};
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for i, v in pairs(IgnoreList) do List[v] = 1; end
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if InPlayerKey == nil then
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self.ArchiveData = {};
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for i, v in pairs(ArchiveTable) do self:HandleOnePlayerArchiveData(i, List, IgnoreList); end
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UGCLogSystem.Log("[UGCGameState:HandleArchiveData] 同步结束");
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else
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self.ArchiveData[InPlayerKey] = {};
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for i, v in pairs(ArchiveTable[InPlayerKey]) do
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if List[i] == nil then self.ArchiveData[InPlayerKey][i] = TableHelper.DeepCopyTable(v); end
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end
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end
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DOREPONCE(self, "ArchiveData");
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end
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function UGCGameState:HandleOnePlayerArchiveData(InPlayerKey, List, IgnoreList)
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self.ArchiveData[InPlayerKey] = {};
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for i, v in pairs(ArchiveTable[InPlayerKey]) do
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if List[i] == nil then self.ArchiveData[InPlayerKey][i] = TableHelper.DeepCopyTable(v); end
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end
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end
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function UGCGameState:OnRep_ArchiveData()
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if LocalPlayerKey == nil then return ; end
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--- 保证就算复制一个也没问题~
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for i, v in pairs(self.ArchiveData) do ArchiveTable[i] = v; end
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UGCLogSystem.LogTree(string.format("[UGCGameState:OnRep_ArchiveData] ArchiveTable ="), ArchiveTable)
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UGCEventSystem.SendEvent(EventTypes.UpdateArchiveData, ArchiveTable);
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end
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function UGCGameState:OnRep_AccountInfo()
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-- 检查当前玩了多少局
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if LocalPlayerKey == nil then return end
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-- 显示拍脸图
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AccountTable = self.AccountInfo;
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UGCLogSystem.LogTree(string.format("[UGCGameState:OnRep_AccountInfo] AccountTable ="), AccountTable)
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UGCEventSystem.SendEvent(EventTypes.UpdateAccountInfo, AccountTable);
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end
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----------------------------------------- 地图加载 -----------------------------------------
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--- 已经加载了的地图名称
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UGCGameState.LoadMapName = nil;
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--- 加载地图(服务器/客户端都可以执行)
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---@param Name string 地图索引
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function UGCGameState:LoadMap(Name)
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-- 找到对应地图,然后进行加载
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if self.LoadMapName ~= nil then
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self:UnloadMap({ self.LoadMapName });
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end
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self.LoadMapName = Name;
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for i, v in pairs(LevelTable.LevelInfo) do
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if v.MapName == Name then
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self.MapIndex = i;
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DOREPONCE(self, "MapIndex");
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break ;
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end
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end
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UGCLogSystem.Log("[UGCGameState:LoadMap] 加载 %s", Name)
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LevelStreamTool.LoadStreamLevels({ Name }, { Object = self, Func = self.LoadMapFinish }, false);
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end
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function UGCGameState:OnRep_LoadMapName()
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if self.LoadMapName == nil then return ; end
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UGCLogSystem.Log("[UGCGameState:OnRep_LoadMapName] LoadMapName = %s", self.LoadMapName);
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UGCEventSystem.SendEvent(EventTypes.OnMapLoaded, self.LoadMapName);
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table.func(MiniManager, "OnMapLoadComplete")
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end
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--- 随机加载地图
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---@param
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function UGCGameState:LoadRandomMap(InIndex)
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if IsServer then
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self:UnloadMap();
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-- 判断当前是不是随即关卡
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UGCLogSystem.LogTree(string.format("[UGCGameState:LoadMap] LevelTable.LevelInfo ="), LevelTable.LevelInfo)
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if InIndex == nil or InIndex == LevelTable.ELevelType.Random then
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self.MapIndex = LevelTable.GetRandomLevel(true, 1)[1];
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else
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self.MapIndex = InIndex;
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end
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LevelStreamTool.LoadStreamLevels({ LevelTable.LevelInfo[self.MapIndex].MapName }, { Object = self, Func = self.LoadMapFinish }, false);
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DOREPONCE(self, "MapIndex");
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else
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-- 发送 RPC 到服务器
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UnrealNetwork.CallUnrealRPC(LocalPlayerController, self, "LoadMap", InIndex);
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end
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end
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function UGCGameState:OnRep_MapIndex()
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if self.MapIndex == 0 then return ; end
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UGCLogSystem.Log("[UGCGameState:OnRep_MapIndex] 开始加载小地图 MapIndex = %d", self.MapIndex);
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-- 加载小地图
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self:LoadMinimap(self.MapIndex);
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end
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--- 卸载地图
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function UGCGameState:UnloadMap()
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if self.MapIndex ~= 0 then
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local MapNames = {};
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table.insert(MapNames, LevelTable.LevelInfo[self.MapIndex].MapName)
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LevelStreamTool.UnLoadStreamLevels(MapNames, { Object = self, Func = self.UnLoadMapFinish }, false);
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self.MapIndex = 0;
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self.LoadMapName = nil;
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-- 重置 ClientAlready
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self.bInitOnce = false;
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DOREPONCE(self, "MapIndex");
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end
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end
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--- 地图加载完成
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function UGCGameState:LoadMapFinish()
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UGCLogSystem.Log("[UGCGameState:LoadMapFinish] 地图加载完成");
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self:OnMapLoaded();
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end
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function UGCGameState:UnLoadMapFinish()
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UGCLogSystem.Log("[UGCGameState:UnLoadMapFinish] 地图卸载成功")
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table.func(MiniManager, "OnMapUnLoadedComplete")
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DOREPONCE(self, "LoadMapName");
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end
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--- 加载小地图
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function UGCGameState:LoadMinimap(InIndex)
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UGCLogSystem.Log("[UGCGameState:LoadMinimap] 开始加载 %s 的小地图", LevelTable.LevelInfo[InIndex].MapName);
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local MinimapInfo = LevelTable.LevelInfo[InIndex].MiniMapInfo;
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if not table.isEmpty(MinimapInfo) then
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UGCLogSystem.Log("[UGCGameState:LoadMinimap] 开始添加");
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UGCWidgetManagerSystem.ChangeMap(MinimapInfo.MapPath, MinimapInfo.MapCentre, MinimapInfo.MapSize, MinimapInfo.MapScale);
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end
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end
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function UGCGameState:OnMapLoaded()
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--- 加载地图上的东西
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UGCLogSystem.Log("[UGCGameState:OnMapLoaded] 执行")
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-- 检测一下是否有默认地图
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table.func(MiniManager, "OnMapLoadComplete")
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-- 此时同步一下即可,已经加载完毕了
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DOREPONCE(self, "LoadMapName");
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end
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----------------------------------------- 游戏进程 -----------------------------------------
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function UGCGameState:OnBeforeGameStart(InTime)
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if MiniManager then
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table.func(MiniManager, "OnBeforeGameStart", InTime);
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end
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end
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--- 游戏结束
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function UGCGameState:OnGameEnded()
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-- 打开结算界面
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if IsServer then
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UGCLogSystem.Log("[UGCGameState:OnGameEnded] 执行结束");
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UGCEventSystem.SetTimer(self, function()
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for _, PC in pairs(UGCGameSystem.GetAllPlayerController(false)) do
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local Success = UGCGameSystem.SendPlayerSettlement(PC.PlayerKey);
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UGCLogSystem.Log("[UGCGameState:OnGameEnded] 执行是否成功:%s", tostring(Success))
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local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PC.PlayerKey)
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if Pawn and UE.IsValid(Pawn) then
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UGCPawnSystem.LeavePawnState(Pawn, EPawnState.Move);
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Pawn:K2_DestroyActor();
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end
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end
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end, 0.2);
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UE.CloseServer();
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else
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if not WidgetManager:IsVisiblePanel(WidgetConfig.EUIType.GameEnd) then
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UGCLogSystem.Log("[UGCGameState:OnGameEnded] 显示 GameEnd 界面")
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WidgetManager:ShowPanel(WidgetConfig.EUIType.GameEnd, false, self.MiniInfo.GameWinner, self.MiniInfo.RoundWinners)
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WidgetManager:ClosePanel(WidgetConfig.EUIType.Main);
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end
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UGCLogSystem.LogTree(string.format("[UGCGameState:OnGameEnded] AllPanel ="), WidgetManager.AllPanel);
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-- 清空一些资源
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WidgetManager:DestroyPanel(WidgetConfig.EUIType.AllWeapon);
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WidgetManager:DestroyPanel(WidgetConfig.EUIType.AllWeapon_Spectator);
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WidgetManager:DestroyPanel(WidgetConfig.EUIType.CustomSelectWeapon);
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--WidgetManager:DestroyPanel(WidgetConfig.EUIType.ShowCustomSelectWeaponBtn);
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WidgetManager:DestroyPanel(WidgetConfig.EUIType.ShowPK);
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WidgetManager:DestroyPanel(WidgetConfig.EUIType.ShowRankInheritance);
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end
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end
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--- 倒计时
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function UGCGameState:OnGameProgress_Tick(InTime)
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UGCLogSystem.Log("[UGCGameState:OnGameProgress_Tick] 执行,InTime = %s", tostring(InTime));
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self.CountDownTime = InTime;
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end
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function UGCGameState:OnRep_CountDownTime()
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UGCEventSystem.SendEvent(EventTypes.GameCountDownTimeChange, self.CountDownTime);
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table.func(MiniManager, "OnMiniGameTimeCount", self.CountDownTime)
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end
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--- 当前游戏时间,以服务器为基准(因为服务器不会改变)
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---客户端准备好之后会发送一个 RPC 过来,之后就是
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function UGCGameState:CheckServerTime(InPlayerKey, InTime)
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if IsServer then
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local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(InPlayerKey)
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UnrealNetwork.CallUnrealRPC(PC, self, "CheckClientTime", UE.GetCurrentTime());
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self:OnClientAlready(InPlayerKey);
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else
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UnrealNetwork.CallUnrealRPC(LocalPlayerController, self, "CheckServerTime", InPlayerKey, InTime);
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end
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end
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function UGCGameState:CheckClientTime(InTime)
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self.ServerTimeDiff = InTime - UE.GetCurrentTime();
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UGCLogSystem.Log("[UGCGameState:CheckClientTime] self.ServerTimeDiff = %f", self.ServerTimeDiff);
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self:OnClientAlready(LocalPlayerKey);
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end
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function UGCGameState:OnRep_ServerTime()
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-- 接收到之后就立刻发送 RPC 到服务器,或者也可以等一会
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if self.ServerTime == 1 then
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if LocalPlayerKey == nil or LocalPlayerController == nil then
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UGCEventSystem.SetTimer(self, function()
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self:CheckServerTime(LocalPlayerKey, UE.GetCurrentTime())
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end, 1.);
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return ;
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end
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self:CheckServerTime(LocalPlayerKey, UE.GetCurrentTime())
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elseif self.ServerTime == 0 then
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else
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local Diff = self.ServerTime - UE.GetCurrentTime();
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UGCLogSystem.Log("[UGCGameState:OnRep_ServerTime] Diff = %f", Diff)
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self:OnClientAlready(LocalPlayerKey);
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end
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end
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UGCGameState.bInitOnce = {};
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function UGCGameState:OnClientAlready(PlayerKey)
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if self.bInitOnce[PlayerKey] then return end
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self.bInitOnce[PlayerKey] = true;
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UGCEventSystem.SendEvent(EventTypes.ClientAlready);
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local ServerTime = self:GetServerTime()
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UGCLogSystem.Log("[UGCGameState:OnClientAlready] 执行 ServerTime = %f", ServerTime);
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if GlobalBeginTool then
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GlobalBeginTool:ReceiveClientAlready();
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GlobalBeginTool = nil;
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end
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table.func(MiniManager, "OnClientAlready");
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local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey);
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if PC and UE.IsValid(PC) and (not PC:IsPureSpectator()) then
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UGCLogSystem.Log("[UGCGameState:OnClientAlready] 发送 10 局游戏")
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PC:SendLast10Games();
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UGCLogSystem.Log("[UGCGameState:OnClientAlready] 发送武器数据")
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PC:SendSelectWeapons();
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-- 发送武器配件数据
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UGCLogSystem.Log("[UGCGameState:OnClientAlready] 发送 Parts")
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PC:SendWeaponParts();
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end
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end
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UGCGameState.bInitOnce_UIAlready = false;
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function UGCGameState:UIAlready()
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if self.bInitOnce_UIAlready then return ; end
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self.bInitOnce_UIAlready = true;
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UGCLogSystem.Log("[UGCGameState:UIAlready] 执行")
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table.func(MiniManager, "OnUIAlready");
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if IsClient then
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UnrealNetwork.CallUnrealRPC(LocalPlayerController, self, "UIAlready");
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end
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end
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--- S & C : 获取服务器时间
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---@return float|nil
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function UGCGameState:GetServerTime()
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if IsServer then
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return UE.GetCurrentTime();
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else
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if self.ServerTimeDiff == 0 then
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return 0;
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else
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return self.ServerTimeDiff + UE.GetCurrentTime();
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end
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end
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end
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function UGCGameState:ResetKill()
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-- 重置其他的
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for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do v:ResetGame(); end
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end
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--- 重置游戏
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function UGCGameState:ResetGame()
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if IsServer then
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UnrealNetwork.CallUnrealRPC_Multicast(self, "ResetGame");
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-- 重置击杀数
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for i, v in pairs(UGCGameSystem.GetAllPlayerState(false)) do
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v:ResetKillNum();
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end
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else
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WidgetManager:GetPanel(WidgetConfig.EUIType.Main, function(Widget)
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table.func(Widget, "OnGameStart");
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end)
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end
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end
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----------------------------------------- 场景物品 -----------------------------------------
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-- 清除场景上的 Wrappers
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function UGCGameState:ClearWrappers()
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local InTable = {};
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UE.FindActorsByClass(self:GetWrapperClass(), InTable, function(InIndex, InActor)
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return InActor:GetOwner() == nil;
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end);
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for i, v in pairs(InTable) do v:K2_DestroyActor(); end
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end
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----------------------------------------- 武器 -----------------------------------------
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---@return UClass
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function UGCGameState:GetWrapperClass() return self.WrapperClass; end
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----------------------------------------- FUNCTIONAL -----------------------------------------
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--- 发送自定义事件
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function UGCGameState:SendEvent(IsSend, InPlayerKey, InEvent, ...)
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if IsServer then
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if IsSend then
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if InPlayerKey == nil then
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UnrealNetwork.CallUnrealRPC_Multicast(self, "SendEvent", false, nil, InEvent, ...);
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else
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UnrealNetwork.CallUnrealRPC(UGCGameSystem.GetPlayerControllerByPlayerKey(InPlayerKey), UGCGameSystem.GameState, "SendEvent", false, InPlayerKey, InEvent, ...);
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end
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else
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UGCEventSystem.SendEvent(InEvent, InPlayerKey, ...)
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end
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else
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-- 从客户端发送出去
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if IsSend then
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UnrealNetwork.CallUnrealRPC(DefaultSettings.LocalPlayerController, UGCGameSystem.GameState, "SendEvent", false, DefaultSettings.LocalPlayerKey, InEvent, ...);
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else
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UGCEventSystem.SendEvent(InEvent, InPlayerKey, ...);
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end
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end
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end
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----------------------------------------- MINI -----------------------------------------
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--- 当前选择的 MiniType
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UGCGameState.CurrMiniType = -1;
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---@param InMiniType int32
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function UGCGameState:SelectMiniType(InMiniType)
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self.CurrMiniType = InMiniType;
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DOREPONCE(self, "CurrMiniType");
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end
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function UGCGameState:OnRep_CurrMiniType()
|
||
if self.CurrMiniType < 0 then return ; end
|
||
table.func(MiniManager, "LoadMiniGame", self.CurrMiniType)
|
||
end
|
||
|
||
--- 发送 MiniGame RPC
|
||
---@param InFuncName string 函数名称
|
||
---@vararg any
|
||
function UGCGameState:SendMiniGameRPC(InFuncName, ...)
|
||
if IsServer then
|
||
UnrealNetwork.CallUnrealRPC_Multicast(self, "MiniGameReceiveRPC", InFuncName, true, ...);
|
||
else
|
||
UnrealNetwork.CallUnrealRPC(LocalPlayerController, self, "MiniGameReceiveRPC", InFuncName, false, ...);
|
||
end
|
||
end
|
||
|
||
--- Mini Game 接收到 RPC
|
||
---@param InFuncName string 函数名称
|
||
---@param SendFromServer bool 是否发自服务器
|
||
function UGCGameState:MiniGameReceiveRPC(InFuncName, SendFromServer, ...)
|
||
if table.hasFunc(MiniManager, InFuncName) then
|
||
table.func(MiniManager, InFuncName, ...)
|
||
else
|
||
if MiniManager ~= nil and MiniManager.CurrMiniMode then
|
||
table.func(MiniManager.CurrMiniMode, InFuncName, ...)
|
||
end
|
||
end
|
||
end
|
||
|
||
--- 小游戏需要同步的数据
|
||
UGCGameState.MiniInfo = {};
|
||
|
||
function UGCGameState:SetMiniInfo(InMiniInfo)
|
||
self.MiniInfo = InMiniInfo;
|
||
DOREPONCE(self, "MiniInfo");
|
||
end
|
||
|
||
function UGCGameState:OnRep_MiniInfo(InOld)
|
||
if table.isEmpty(self.MiniInfo) then return ; end
|
||
-- 发送出去
|
||
UGCLogSystem.LogTree(string.format("[UGCGameState:OnRep_MiniInfo] MiniInfo"), self.MiniInfo)
|
||
if MiniManager then
|
||
MiniManager.MiniInfo = self.MiniInfo;
|
||
table.func(MiniManager, "OnRep_MiniInfo", InOld)
|
||
end
|
||
end
|
||
|
||
--- 设置初始化数据,初始化数据不会更改,可以直接获取
|
||
function UGCGameState:SetMiniInitData(InKey, InVal)
|
||
self.MiniInitData[InKey] = InVal;
|
||
DOREPONCE(self, "MiniInitData");
|
||
end
|
||
|
||
function UGCGameState:GetMiniInitData(InKey)
|
||
return self.MiniInitData[InKey];
|
||
end
|
||
|
||
--- 获取 MiniGame 的数据
|
||
function UGCGameState:GetMiniInfo(Name)
|
||
if MiniManager then
|
||
return table.func(MiniManager, "GetMiniInfo", Name);
|
||
end
|
||
return nil;
|
||
end
|
||
|
||
----------------------------------------- 自定义函数 -----------------------------------------
|
||
|
||
--- 滑铲
|
||
function UGCGameState:OnRep_EnableShovel()
|
||
if UGCEventSystem then
|
||
UGCEventSystem.SendEvent(EventTypes.ChangeEnableShovel, self.EnableShovel);
|
||
end
|
||
end
|
||
|
||
function UGCGameState:SetMiniState(InState)
|
||
self.MiniState = InState;
|
||
UGCLogSystem.Log("[UGCGameState:SetMiniState] InState = %s", InState);
|
||
DOREPONCE(self, "MiniState");
|
||
end
|
||
|
||
UGCGameState.UITimer = nil;
|
||
|
||
function UGCGameState:OnRep_MiniState()
|
||
if UGCEventSystem == nil then return ; end
|
||
if self.UITimer ~= nil then
|
||
UGCEventSystem.StopTimer(self.UITimer);
|
||
self.UITimer = nil;
|
||
end
|
||
if self.MiniState <= MiniGameState.MINI_PREPARE then
|
||
self.UITimer = UGCEventSystem.SetTimerLoop(self, function()
|
||
if LocalPlayerController and LocalPlayerController:IsPureSpectator() then
|
||
if not WidgetManager:IsVisiblePanel(WidgetConfig.EUIType.AllWeapon_Spectator) then
|
||
UGCLogSystem.Log("[UGCGameState:OnRep_MiniState] 尝试显示 AllWeapon_Spectator");
|
||
WidgetManager:ShowPanel(WidgetConfig.EUIType.AllWeapon_Spectator, false);
|
||
else
|
||
if self.UITimer then
|
||
UGCEventSystem.StopTimer(self.UITimer);
|
||
self.UITimer = nil;
|
||
end
|
||
end
|
||
else
|
||
if not WidgetManager:IsVisiblePanel(WidgetConfig.EUIType.AllWeapon) then
|
||
UGCLogSystem.Log("[UGCGameState:OnRep_MiniState] 尝试显示 AllWeapon");
|
||
WidgetManager:ShowPanel(WidgetConfig.EUIType.AllWeapon, false);
|
||
else
|
||
if self.UITimer then
|
||
UGCEventSystem.StopTimer(self.UITimer);
|
||
self.UITimer = nil;
|
||
end
|
||
end
|
||
end
|
||
end, 2);
|
||
elseif self.MiniState > MiniGameState.MINI_END then
|
||
self.UITimer = UGCEventSystem.SetTimerLoop(self, function()
|
||
if not WidgetManager:IsVisiblePanel(WidgetConfig.EUIType.GameEnd) then
|
||
UGCLogSystem.Log("[UGCGameState:OnRep_MiniState] 尝试显示 GameEnd");
|
||
WidgetManager:ShowPanel(WidgetConfig.EUIType.GameEnd, false, self.MiniInfo.GameWinner, self.MiniInfo.RoundWinners);
|
||
else
|
||
if self.UITimer then
|
||
UGCEventSystem.StopTimer(self.UITimer);
|
||
self.UITimer = nil;
|
||
end
|
||
end
|
||
end, 2);
|
||
end
|
||
end
|
||
|
||
function UGCGameState:SetSelectGameMode(InMode)
|
||
if IsServer then
|
||
self.SelectGameMode = InMode;
|
||
DOREPONCE(self, "SelectGameMode");
|
||
end
|
||
end
|
||
|
||
function UGCGameState:OnRep_SelectGameMode()
|
||
if self.SelectGameMode == nil then return; end
|
||
GlobalModeType = self.SelectGameMode;
|
||
end
|
||
|
||
return UGCGameState;
|