76 lines
2.6 KiB
Lua
76 lines
2.6 KiB
Lua
local EventAction_GameEnd = {
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DelayOffDS = 3.;
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}
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-- 触发器激活时,将执行Action的Execute
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function EventAction_GameEnd:Execute(...)
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if UGCGameSystem.IsServer() then
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local AllPC = UGCGameSystem.GetAllPlayerController()
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for i, v in pairs(AllPC) do
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-- 增加玩家游玩次数
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local NumberOfPlay = ArchiveDataConfig.GetPlayerArchiveDataFromType(v.PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlay)
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ArchiveDataConfig.SavePlayerArchiveData(v.PlayerKey, NumberOfPlay and NumberOfPlay + 1 or 1)
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-- 每日任务完成游戏数
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UGCGameSystem.GameState:AddTaskCountByType(v.PlayerKey, DailyTasksConfig.ETaskType.CompleteMatch, 1)
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end
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-- 增加守方MVP每日任务完成数
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local DefendMVP = UGCGameSystem.GameState:GetDefendMVP()
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if DefendMVP then
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UGCGameSystem.GameState:AddTaskCountByType(DefendMVP, DailyTasksConfig.ETaskType.DefensiveMVP, 1)
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end
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-- 增加攻方MVP每日任务完成数
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local AttackMVP = UGCGameSystem.GameState:GetAttackMVP()
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if AttackMVP then
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UGCGameSystem.GameState:AddTaskCountByType(AttackMVP, DailyTasksConfig.ETaskType.AttackMVP, 1)
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end
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-- 显示结束界面UI
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UGCGameSystem.GameState:ShowSimplePlayModeUI(WidgetConfig.EUIType.Settlement)
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-- 删除所有玩家以防出现玩家产生的音效
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--local AllPawn = UGCGameSystem.GetAllPlayerPawn()
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--for i, PlayerPawn in pairs(AllPawn) do
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-- PlayerPawn:K2_DestroyActor()
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--end
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-- 发送结束协议等关闭操作
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self:SendUGCModeBattleResult()
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else
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end
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return true
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end
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-- 结算、关闭DS
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function EventAction_GameEnd:SendUGCModeBattleResult()
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-- 保存成就数据
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UGCEventSystem.SendEvent(EventEnum.AchievementSettlement)
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-- 向所有玩家发送结束协议
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local AllPC = UGCGameSystem.GetAllPlayerController()
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for _, PC in pairs(AllPC) do
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if PC then
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UGCGameSystem.SendPlayerSettlement(PC.PlayerKey);
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UGCLogSystem.Log("[EventAction_GameEnd_SendUGCModeBattleResult] SendPlayerSettlement %s", tostring(PC.PlayerKey))
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else
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UGCLogSystem.LogError("[EventAction_GameEnd_SendUGCModeBattleResult] PC is nil !")
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end
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end
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-- 延迟关闭DS
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UGCEventSystem.SetTimer(
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UGCGameSystem.GameState,
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function()
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UGCGameSystem.SendModeCustomEvent("GameEndAgreement")
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UGCLogSystem.Log("[EventAction_GameEnd_SendUGCModeBattleResult] Close DS Finsh")
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end,
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self.DelayOffDS
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)
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end
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return EventAction_GameEnd |