1131 lines
42 KiB
Lua
1131 lines
42 KiB
Lua
---@class UGCGameState_C:BP_UGCGameState_C
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--Edit Below--
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---@type UGCGameState_C
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UGCGameSystem.UGCRequire('Script.Global.Global')
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UGCGameSystem.UGCRequire('Script.Common.ue_enum_custom')
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local UGCGameState = {
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WaitPlayerJoinTime = 0;
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GameStateType = CustomEnum.EGameState.Waiting;
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GameTime = 0; -- 游戏倒计时时间
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RoundCount = 0; -- 当前回合数
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PlayerPersonalInfos = {}; -- 玩家信息{PlayerKey = {UID, PlayerKey, TeamID, IsOffline, PlayerName, Gender, IconURL, AchievementScore, IsSelectTeam}, ...}
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PlayerScoreDatas = {}; -- 玩家得分信息{[PlayerKey] = {Kills = int32, Assists = int32, Score = int32}...}
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TeamScore = {}; -- 队伍得分{[TeamID] = Score}
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PlayerJoinNum = 0; -- 玩家加入的数量作为个人TeamID
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PlayerIsAlive = {}; -- 玩家是否存活
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MapKey = -1; -- 选择出的地图的索引
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SyncPlayModeUIInfo = {}; -- 同步游玩模式显示的UI
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JoinedPlayers = {}; -- 已加入游戏的玩家
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bGameEnablePlayerJoin = true; -- GameTime控制玩家加入的bool
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-- 武器配置选择
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PlayerWeaponCombination = {}; -- 玩家可选的武器组合索引
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PlayerSelectedWeaponIndex = {}; -- 玩家选择的武器配置索引
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PlayerAutoSelectWeaponHandle = {}; -- 自动选择武器索引
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-- 呼吸回血的玩家
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RespiratoryRegurgitationPlayers = {};
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-- 玩法工程参数 根据玩法的改变可替换删除
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BreakThroughCount = 0; -- 突围的次数
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Attackers = {}; -- 进攻方玩家
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Defenders = {};
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TeamBreakThroughTime = {}; -- 队伍突围成功的时间
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bCanBreakThrough = true; -- 是否允许突围
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};
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function UGCGameState:GetReplicatedProperties()
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return
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"GameTime",
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"PlayerPersonalInfos",
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"WaitPlayerJoinTime",
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"GameStateType",
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"PlayerScoreDatas",
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"TeamScore",
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"PlayerIsAlive",
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"MapKey",
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"SyncPlayModeUIInfo",
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"PlayerWeaponCombination",
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"PlayerSelectedWeaponIndex",
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"BreakThroughCount",
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"Attackers",
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"Defenders",
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"TeamBreakThroughTime",
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"bCanBreakThrough",
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BuffManager.GetReplicatedProperties(),
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ArchiveDataConfig.GetAllReplicatedPropertiesName()
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end
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-------------------------------------------------------- OnRep --------------------------------------------------------
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function UGCGameState:OnRep_PlayerScoreDatas()
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PlayerScoreSystem.SetPlayerScoreDatas(self.PlayerScoreDatas)
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UGCEventSystem.SendEvent(EventEnum.UpdatePlayerScoreData)
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end
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function UGCGameState:OnRep_PlayerPersonalInfos()
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UGCEventSystem.SendEvent(EventEnum.UpdatePlayerScoreData)
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end
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function UGCGameState:OnRep_GameStateType()
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if self:HasAuthority() then return end
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UGCEventSystem.SendEvent(EventEnum.GameStateChange, self.GameStateType)
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end
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function UGCGameState:OnRep_PlayerIsAlive()
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UGCEventSystem.SendEvent(EventEnum.PlayerIsAliveIsChange)
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end
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function UGCGameState:OnRep_SyncPlayModeUIInfo()
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for _, UIType in pairs(WidgetConfig.SyncShowPlayModeWidget) do
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local Params = self.SyncPlayModeUIInfo[UIType]
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if Params == nil then
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WidgetManager:ClosePanel(UIType)
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end
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end
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for UIType, Params in pairs(self.SyncPlayModeUIInfo) do
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WidgetManager:ShowPanel(UIType, false, table.unpack(Params))
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end
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end
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function UGCGameState:OnRep_PlayerWeaponCombination()
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UGCEventSystem.SendEvent(EventEnum.PlayerWeaponCombinationUpdate, self.PlayerWeaponCombination)
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end
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function UGCGameState:OnRep_PlayerSelectedWeaponIndex()
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UGCEventSystem.SendEvent(EventEnum.PlayerSelectedWeaponIndexUpdate, self.PlayerSelectedWeaponIndex)
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end
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function UGCGameState:OnRep_TeamScore()
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UGCEventSystem.SendEvent(EventEnum.UpdateTeamScore, self.TeamScore)
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end
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function UGCGameState:OnRep_MapKey()
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UGCEventSystem.SendEvent(EventEnum.UpdateMapKey, self.MapKey)
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self:LoadNowMiniMap()
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end
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function UGCGameState:OnRep_Attackers()
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UGCEventSystem.SendEvent(EventEnum.UpdateAttackers, self.Attackers)
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end
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function UGCGameState:OnRep_TeamBreakThroughTime()
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UGCEventSystem.SendEvent(EventEnum.UpdateTeamBreakThroughTime, self.TeamBreakThroughTime)
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end
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function UGCGameState:OnRep_bCanBreakThrough()
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UGCEventSystem.SendEvent(EventEnum.UpdateCanBreakThrough, self.bCanBreakThrough)
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end
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------------------------------------------------------ OnRep End ------------------------------------------------------
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function UGCGameState:ReceiveBeginPlay()
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UGCLogSystem.Log("[UGCGameState_ReceiveBeginPlay]")
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--屏蔽死亡盒子
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self.IsShowDeadBox = false;
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-- 显示飘字
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self.bIsShowHitValue = true;
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-- 注册存档API
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ArchiveDataConfig.Register(self)
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-- 注册BuffSystem
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BuffManager.InitRegister(self)
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-- 初始化全局逻辑
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GlobalInit.Init()
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self:AddBind()
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-- 开启滑铲State部分
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self.bIsOpenShovelingAbility = true
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-- 注册排行信息
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PlayerScoreSystem.RegisterInfo(PlayerScoreSystem.Config.ScoreList)
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-- 初始化RPC系统
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UGCSendRPCSystem.InitUGCSendRPCSystem(self, "UGCSendRPCSystemFunc")
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if UGCGameSystem.IsServer() then
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-- 绑定更新积分的函数
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PlayerScoreSystem.BindChangeScoreDataCallBack(self.UpdateAllPlayerScoreDatas, self)
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else
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self:OnRep_SyncPlayModeUIInfo()
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-- 预加载特效
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ParticleConfig.PreLoad()
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end
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UGCLogSystem.Log("[UGCGameState_ReceiveBeginPlay] Finish")
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end
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--function UGCGameState:ReceiveTick(DeltaTime)
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--end
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function UGCGameState:ReceiveEndPlay()
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self:RemoveBind()
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end
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function UGCGameState:AddBind()
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UGCCommoditySystem.BuyUGCCommodityResultDelegate:Add(self.OnBuyUGCCommodityResult, self)
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if self:HasAuthority() then
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UGCEventSystem.AddListener(EventEnum.PlayerLogin, self.PlayerLogin, self)
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UGCEventSystem.AddListener(EventEnum.PlayerExit, self.PlayerExit, self)
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else
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end
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end
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function UGCGameState:RemoveBind()
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UGCCommoditySystem.BuyUGCCommodityResultDelegate:Remove(self.OnBuyUGCCommodityResult, self)
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if self:HasAuthority() then
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UGCEventSystem.RemoveListener(EventEnum.PlayerLogin, self.PlayerLogin, self)
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UGCEventSystem.RemoveListener(EventEnum.PlayerExit, self.PlayerExit, self)
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else
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end
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end
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function UGCGameState:PlayerLogin(PlayerPawn, PlayerKey)
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UGCLogSystem.Log("[UGCGameState_PlayerLogin] PlayerKey:%s", tostring(PlayerKey))
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-- 更新玩家队伍设置
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self:UpdatePlayerTeam(PlayerKey)
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-- 获取玩家信息
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self:GetUserInfo(PlayerKey)
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-- 注册玩家得分信息
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PlayerScoreSystem.InitPlayerScoreData(PlayerKey)
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-- 增加玩家游玩次数
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self:AddPlayerNumberOfPlays(PlayerKey)
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-- 补人策略
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self:UpdateAddPlayerJoin(PlayerKey)
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--UGCEventSystem.SetTimer(self, function()
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-- UGCLogSystem.Log("[UGCGameState_PlayerLogin] --PlayerKey:%s", tostring(PlayerKey))
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-- self:AddPlayerNumberOfPlays(PlayerKey) end, 15)
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UGCLogSystem.Log("[UGCGameState_PlayerLogin] Finish")
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end
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function UGCGameState:PlayerExit(PlayerPawn, PlayerKey)
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UGCLogSystem.Log("[UGCGameState_PlayerExit] PlayerKey:%s", tostring(PlayerKey))
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if GlobalConfigs.GameSetting.EnablePlayerJoin and self.bGameEnablePlayerJoin then
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PlayerScoreSystem.RemovePlayerScoreInfo(PlayerKey)
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if self.ExitUpdatePlayerJoinHandle then
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UGCEventSystem.StopTimer(self.ExitUpdatePlayerJoinHandle)
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end
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self.ExitUpdatePlayerJoinHandle = UGCEventSystem.SetTimer(self, function()
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self.ExitUpdatePlayerJoinHandle = nil
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self:UpdateAddPlayerJoin()
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end , 1)
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end
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end
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--- 玩家登录获取玩家数据
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---@param PlayerKey uint
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function UGCGameState:GetUserInfo(PlayerKey)
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if self.PlayerPersonalInfos[PlayerKey] then return self.PlayerPersonalInfos[PlayerKey] end
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local UserInfo = UGCPlayerStateSystem.GetPlayerAccountInfo(PlayerKey)
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if UserInfo then
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--- UID,PlayerName,TeamID,Gender,PlatformGender,PlayerLevel,SegmentLevel,IconURL
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local UserInfoCpy = UserInfo:Copy()
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UGCLogSystem.Log("[UGCGameState_GetUserInfo] PlayerName:%s", UserInfoCpy.PlayerName)
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local CustomUserInfo = {
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UID = UserInfoCpy.UID,
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PlayerKey = PlayerKey,
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TeamID = UserInfoCpy.TeamID,
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IsOffline = false,
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PlayerName = UserInfoCpy.PlayerName,
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Gender = UserInfoCpy.PlatformGender,
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IconURL = UserInfoCpy.IconURL,
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IsSelectTeam = false,
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}
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self.PlayerPersonalInfos[PlayerKey] = CustomUserInfo
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UGCLogSystem.LogTree("[UGCGameState_GetUserInfo] CustomUserInfo:", CustomUserInfo)
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return CustomUserInfo
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else
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UGCLogSystem.LogError("[UGCGameState_GetUserInfo] UserInfo Error PlayerKey:%s", tostring(PlayerKey))
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end
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end
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-------------------------------------------------- ArchiveData --------------------------------------------------
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function UGCGameState:GetArchiveDataByType(PlayerKey, ArchiveType)
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local UID = self:GetPlayerUIDByPlayerKey(PlayerKey)
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if UID then
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local ArchiveData = UGCPlayerStateSystem.GetPlayerArchiveData(UID)
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if ArchiveData then
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UGCLogSystem.Log("[UGCGameState_GetArchiveDataByType] Succeed")
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return ArchiveData[ArchiveType]
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end
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end
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return nil
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end
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function UGCGameState:SavePlayerArchiveData(PlayerKey, ArchiveType, Data)
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local UID = self:GetPlayerUIDByPlayerKey(PlayerKey)
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if UID then
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local ArchiveData = UGCPlayerStateSystem.GetPlayerArchiveData(UID)
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if ArchiveData == nil then
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ArchiveData = {}
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end
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ArchiveData[ArchiveType] = Data
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UGCPlayerStateSystem.SavePlayerArchiveData(UID, ArchiveData)
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return true
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end
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return false
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end
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------------------------------------------------ ArchiveData End ------------------------------------------------
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-- 存档 ---------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------- NumberOfPlays -------------------------------------------------
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--- 增加玩家游玩次数
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function UGCGameState:AddPlayerNumberOfPlays(PlayerKey)
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local NumberOfPlays = self:GetArchiveDataByType(PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlays)
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if NumberOfPlays then
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self:SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlays, NumberOfPlays + 1)
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else
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self:SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlays, 1)
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end
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end
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--- 获取玩家游玩次数
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function UGCGameState:GetPlayerNumberOfPlays(PlayerKey)
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return ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlay)
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end
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----------------------------------------------- NumberOfPlays End -----------------------------------------------
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-- 存档 End -----------------------------------------------------------------------------------------------------------------------------------------------
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-- Score Data ----------------------------------------------------------------------------------------
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--- 更新返回所有玩家得分
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function UGCGameState:UpdateAllPlayerScoreDatas()
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self.PlayerScoreDatas = PlayerScoreSystem.GetPlayerScoreDatas()
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UGCLogSystem.LogTree("[UGCGameState_UpdateAllPlayerScoreDatas]", self.PlayerScoreDatas)
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end
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--- 获取队伍得分
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function UGCGameState:GetTeamScore(TeamID)
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return (self.TeamScore[TeamID] and self.TeamScore[TeamID] or 0)
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end
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--- 获取最高的队伍得分
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function UGCGameState:GetMaxTeamScore()
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local Res = 0
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for i, v in pairs(self.TeamScore) do
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Res = math.max(Res, v)
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end
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return Res
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end
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--- 重置队伍得分
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function UGCGameState:ResetTeamScore()
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self.TeamScore = {}
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end
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--- 增加队伍得分
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function UGCGameState:AddTeamScore(TeamID, Score)
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self.TeamScore[TeamID] = self:GetTeamScore(TeamID) + Score
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UGCEventSystem.SendEvent(EventEnum.UpdateTeamScore)
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end
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-- Score Data End ------------------------------------------------------------------------------------
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--- 获取当前游戏状态
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function UGCGameState:GetGameStateType()
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return self.GameStateType
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end
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--- 设置当前游戏状态
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function UGCGameState:SetGameStateType(NewGameStateType)
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if not self:HasAuthority() then return end
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if self.GameStateType ~= NewGameStateType then
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self.GameStateType = NewGameStateType
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UGCEventSystem.SendEvent(EventEnum.GameStateChange, self.GameStateType)
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end
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end
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--- 设置游戏结束
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function UGCGameState:GameFinish()
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self:SetGameStateType(CustomEnum.EGameState.End)
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end
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--- 获取一个新的队伍ID 个人战使用
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function UGCGameState:GetNewTeamID()
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-- body
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self.PlayerJoinNum = self.PlayerJoinNum + 1
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return self.PlayerJoinNum
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end
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------------------------------------------------------------------ 获取玩家信息 ------------------------------------------------------------------
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function UGCGameState:GetPlayerNameByPlayerKey(PlayerKey)
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if self.PlayerPersonalInfos[PlayerKey] then
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return self.PlayerPersonalInfos[PlayerKey].PlayerName
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else
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return ""
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end
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end
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function UGCGameState:GetPlayerTeamIDByPlayerKey(PlayerKey)
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if self.PlayerPersonalInfos[PlayerKey] then
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return self.PlayerPersonalInfos[PlayerKey].TeamID
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else
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return -1
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end
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end
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function UGCGameState:GetHeadIconByPlayerKey(PlayerKey)
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if self.PlayerPersonalInfos[PlayerKey] then
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return self.PlayerPersonalInfos[PlayerKey].IconURL
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else
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return ""
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end
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end
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function UGCGameState:GetPlayerUIDByPlayerKey(PlayerKey)
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return self.PlayerPersonalInfos[PlayerKey].UID
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end
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---------------------------------------------------------------- 获取玩家信息 End ----------------------------------------------------------------
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function UGCGameState:GetGameTime()
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return self.GameTime
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end
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function UGCGameState:SetGameTime(NewTime)
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if UGCGameSystem.IsServer() then
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self.GameTime = NewTime
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else
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UGCLogSystem.LogError("[UGCGameState_SetGameTime] 客户端无法设置游戏时间")
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end
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end
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function UGCGameState:SetPlayerIsAlive(PlayerKey, Pawn)
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if Pawn then
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self.PlayerIsAlive[PlayerKey] = Pawn
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else
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self.PlayerIsAlive[PlayerKey] = nil
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end
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end
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function UGCGameState:GetPlayerIsAlive(PlayerKey)
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if self.PlayerIsAlive[PlayerKey] then
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return true
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end
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return false
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end
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function UGCGameState:GetAlivePawn(PlayerKey)
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return self.PlayerIsAlive[PlayerKey]
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end
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--------------------------------------------- SyncUIInfo ---------------------------------------------
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-- PlayMode -------------------------------------------------------------------------------------------
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function UGCGameState:ShowSimplePlayModeUI(UIType, Params)
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if Params == nil then Params = {} end
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self.SyncPlayModeUIInfo = {}
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self.SyncPlayModeUIInfo[UIType] = Params
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end
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function UGCGameState:AddPlayModeUI(UIType, Params)
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if table.hasValue(WidgetConfig.SyncShowPlayModeWidget, UIType) then
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if Params == nil then Params = {} end
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self.SyncPlayModeUIInfo[UIType] = Params
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end
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end
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function UGCGameState:RemovePlayModeUI(UIType)
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self.SyncPlayModeUIInfo[UIType] = nil
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end
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-- PlayMode End ---------------------------------------------------------------------------------------
|
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--------------------------------------------- SyncUIInfo End ---------------------------------------------
|
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-- PlayerWeaponCombination ---------------------------------------------------------------------------------------------------------------
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function UGCGameState:SetPlayerWeaponCombination(PlayerKey, WeaponCombinationType)
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self.PlayerWeaponCombination[PlayerKey] = WeaponCombinationType
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self:ResetPlayerSelectWeaponIndex(PlayerKey)
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end
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function UGCGameState:GetPlayerWeaponCombination(PlayerKey)
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if self.PlayerWeaponCombination[PlayerKey] then
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return self.PlayerWeaponCombination[PlayerKey]
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else
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return 1
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end
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end
|
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--- 重置玩家选择的武器配置索引
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function UGCGameState:ResetPlayerSelectWeaponIndex(PlayerKey)
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self.PlayerSelectedWeaponIndex[PlayerKey] = 1
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end
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--- 重置所有玩家的武器配置索引
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function UGCGameState:ResetAllPlayerSelectWeaponIndex()
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self.PlayerSelectedWeaponIndex = {}
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end
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--- 设置玩家选择的武器配置索引
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function UGCGameState:PlayerSelectWeaponIndex(PlayerKey, WeaponCombinationIndex)
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self.PlayerSelectedWeaponIndex[PlayerKey] = WeaponCombinationIndex
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self:UpdatePlayerWeapon(PlayerKey)
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if self.PlayerAutoSelectWeaponHandle[PlayerKey] then
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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 not self:CheckPlayerSelectWeaponIndex(PlayerKey) then
|
||
self.PlayerSelectedWeaponIndex[PlayerKey] = 1
|
||
end
|
||
local PlayerWeaponCombination = self:GetPlayerWeaponCombination(PlayerKey)
|
||
local PlayerSelectedWeaponIndex = self:GetPlayerSelectedWeaponIndex(PlayerKey)
|
||
local WeaponCombination = WeaponSelectionCombinationConfig.WeaponCombinationList[PlayerWeaponCombination]
|
||
if WeaponCombination then
|
||
local Weapons = WeaponCombination.Weapon[PlayerSelectedWeaponIndex]
|
||
if Weapons then
|
||
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
|
||
end
|
||
return Res
|
||
end
|
||
|
||
--- 获取玩家选择的武器Item表
|
||
function UGCGameState:GetPlayerSelectedWeaponItemInfo(PlayerKey)
|
||
local Res = {}
|
||
if not self:CheckPlayerSelectWeaponIndex(PlayerKey) then
|
||
self.PlayerSelectedWeaponIndex[PlayerKey] = 1
|
||
end
|
||
local PlayerWeaponCombination = self:GetPlayerWeaponCombination(PlayerKey)
|
||
local PlayerSelectedWeaponIndex = self:GetPlayerSelectedWeaponIndex(PlayerKey)
|
||
local WeaponCombination = WeaponSelectionCombinationConfig.WeaponCombinationList[PlayerWeaponCombination]
|
||
local SavedWeaponComb = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.WeaponComb)
|
||
|
||
local Weapons
|
||
-- 判断是否有保存的武器组合
|
||
if SavedWeaponComb and SavedWeaponComb[PlayerSelectedWeaponIndex] then
|
||
Weapons = SavedWeaponComb[PlayerSelectedWeaponIndex]
|
||
elseif WeaponCombination then
|
||
Weapons = WeaponCombination.Weapon[PlayerSelectedWeaponIndex]
|
||
end
|
||
if Weapons then
|
||
for i, WeaponID in pairs(Weapons) do
|
||
local WeaponItemInfo = {}
|
||
WeaponItemInfo.ItemID = WeaponID
|
||
WeaponItemInfo.Count = 1
|
||
WeaponItemInfo.SubItemList = {}
|
||
if WeaponTable.RecommendedWeaponParts[WeaponID] then
|
||
for PartIndex, PartID in pairs(WeaponTable.RecommendedWeaponParts[WeaponID]) do
|
||
WeaponItemInfo.SubItemList[PartIndex] = {ItemID = PartID, Count = 1}
|
||
end
|
||
end
|
||
Res[#Res + 1] = WeaponItemInfo
|
||
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 = self:GetPlayerSelectedWeaponAndParts(InPlayerKey)
|
||
UGCLogSystem.LogTree("[UGCGameState_CheckWeaponAndParts]", WeaponAndParts)
|
||
---@return ItemDataList LuaTable @LuaTable<ItemData>, ItemData结构:ItemID,InstanceID,Count,Type,SubType,IsAvatar
|
||
local AllItems = UGCBackPackSystem.GetAllItemData(TargetPawn)
|
||
|
||
local BackPackWeaponAndParts = {}
|
||
-- 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 ItemID = ItemInfo.ItemID
|
||
if (ItemID < 108000 and ItemID > 100000)
|
||
or (ItemID >= 200000 and ItemID < 300000) then
|
||
if BackPackWeaponAndParts[ItemInfo.ItemID] == nil then
|
||
BackPackWeaponAndParts[ItemInfo.ItemID] = 1
|
||
else
|
||
BackPackWeaponAndParts[ItemInfo.ItemID] = BackPackWeaponAndParts[ItemInfo.ItemID] + 1
|
||
end
|
||
end
|
||
end
|
||
|
||
-- 验证玩家当前背包武器及配件是否需要销毁
|
||
for _, ItemInfo in pairs(AllItems) do
|
||
local TypeID = UGCSystemLibrary.GetItemTypeID(ItemInfo.ItemID)
|
||
if (ItemInfo.ItemID < 108000 and ItemInfo.ItemID > 100000)
|
||
or (TypeID >= 200 and TypeID < 300)
|
||
then
|
||
local TargetItemCount = WeaponAndParts[ItemInfo.ItemID]
|
||
if TargetItemCount == nil then TargetItemCount = 0 end
|
||
if BackPackWeaponAndParts[ItemInfo.ItemID] > TargetItemCount then
|
||
--- 销毁背包中的物品
|
||
--UGCBackPackSystem.DropItem(TargetPawn, ItemInfo.ItemID, ItemInfo.Count - TargetItemCount, true)
|
||
for i = 1, BackPackWeaponAndParts[ItemInfo.ItemID] - TargetItemCount do
|
||
UGCBackPackSystem.DropItem(TargetPawn, ItemInfo.ItemID, 1, true)
|
||
end
|
||
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)
|
||
UGCLogSystem.Log("[UGCGameState_CheckWeaponAndParts] ItemID:%s, Count:%s", tostring(ItemID), tostring(Count))
|
||
if TargetCount > Count then
|
||
--UGCBackPackSystem.AddItem(TargetPawn, ItemID, TargetCount - Count)
|
||
for i = 1, TargetCount - Count do
|
||
UGCBackPackSystem.AddItem(TargetPawn, ItemID, 1)
|
||
end
|
||
local ItemTypeID = UGCSystemLibrary.GetItemTypeID(ItemID)
|
||
if ItemTypeID > 100 and ItemTypeID < 200 then
|
||
bGiveWeapon = true
|
||
end
|
||
end
|
||
end
|
||
-- 补满弹夹
|
||
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
|
||
--- 更新玩家的武器装备
|
||
function UGCGameState:UpdatePlayerWeapon(InPlayerKey)
|
||
local TargetPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey)
|
||
if TargetPawn == nil then return end
|
||
local AllItems = UGCBackPackSystem.GetAllItemData(TargetPawn)
|
||
-- 清除玩家武器
|
||
--for _, ItemInfo in pairs(AllItems) do
|
||
-- local TypeID = UGCSystemLibrary.GetItemTypeID(ItemInfo.ItemID)
|
||
-- if (ItemInfo.ItemID < 108000 and ItemInfo.ItemID > 100000)
|
||
-- or (TypeID >= 200 and TypeID < 300)
|
||
-- then
|
||
-- UGCBackPackSystem.DropItem(TargetPawn, ItemInfo.ItemID, ItemInfo.Count, true)
|
||
-- end
|
||
--end
|
||
local WeaponIDs = {}
|
||
for _, ItemInfo in pairs(AllItems) do
|
||
if (ItemInfo.ItemID < 108000 and ItemInfo.ItemID > 100000) then
|
||
WeaponIDs[#WeaponIDs + 1] = ItemInfo.ItemID
|
||
end
|
||
end
|
||
for i, WeaponID in pairs(WeaponIDs) do
|
||
for _, PartID in pairs(WeaponTable.RecommendedWeaponParts[WeaponID]) do
|
||
UGCBackPackSystem.DropItem(TargetPawn, PartID, 1, true)
|
||
end
|
||
UGCBackPackSystem.DropItem(TargetPawn, WeaponID, 1, true)
|
||
end
|
||
|
||
|
||
local WeaponItemInfo = self:GetPlayerSelectedWeaponItemInfo(InPlayerKey)
|
||
UGCLogSystem.LogTree("[UGCGameState_UpdatePlayerWeapon] WeaponItemInfo:", WeaponItemInfo)
|
||
self:PlayerAddItemInfo(InPlayerKey, WeaponItemInfo)
|
||
end
|
||
|
||
---@param InItems {ItemID, Count, SubItemList:配件{{ItemID, Count}, ...}}
|
||
function UGCGameState:PlayerAddItemInfo(InPlayerKey, InItems)
|
||
|
||
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(InPlayerKey)
|
||
local BackpackComponent = PC:GetBackpackComponent()
|
||
for _, Item in pairs(InItems) do
|
||
if ItemUtils.IsUGCItem(Item.ItemID) == true then
|
||
local ItemDefineID = BackpackUtils.GenerateItemDefineIDByItemTableIDWithRandomInstanceID(Item.ItemID)
|
||
local ItemInfo = CreateStruct("BattleItemPickupInfo")
|
||
UGCLogSystem.Log("[UGCGameState_PlayerAddItemInfo] ItemID:%s, InstID:%s", tostring(Item.ItemID), tostring(ItemDefineID.InstanceID))
|
||
ItemInfo.Count = Item.Count
|
||
ItemInfo.bAutoEquip = (2 == ItemDefineID.Type) or (8 == ItemDefineID.Type)
|
||
|
||
BackpackComponent:RegisterItemGenerated(ItemDefineID.TypeSpecificID, ItemInfo.Count, ItemDefineID.InstanceID)
|
||
BackpackComponent:PickupItem(ItemDefineID, ItemInfo, EBattleItemPickupReason.Initial)
|
||
-- BackpackComponent:PickupInitialItem(ItemDefineID, ItemInfo, true)
|
||
|
||
local BattleItemUseTarget =
|
||
{
|
||
TargetDefineID = ItemDefineID,
|
||
-- TargetAssociationName = "",
|
||
FilterTargetWhenPickup = true,
|
||
}
|
||
|
||
for _, SubItem in ipairs(Item.SubItemList or {}) do
|
||
if ItemUtils.IsUGCItem(SubItem.ItemID) == true then
|
||
local SubItemDefineID = BackpackUtils.GenerateItemDefineIDByItemTableIDWithRandomInstanceID(SubItem.ItemID)
|
||
local EquipPickupInfo = CreateStruct("BattleItemPickupInfo")
|
||
EquipPickupInfo.Count = SubItem.Count
|
||
EquipPickupInfo.bAutoEquip = (2 == SubItemDefineID.Type) or (8 == SubItemDefineID.Type)
|
||
EquipPickupInfo.AutoEquipTarget = BattleItemUseTarget
|
||
|
||
UGCLogSystem.Log("[UGCGameState_UpdatePlayerWeapon], SubItem.ItemID="..SubItem.ItemID.." SubItem.Count="..SubItem.Count)
|
||
BackpackComponent:PickupInitialItem(SubItemDefineID, EquipPickupInfo, true)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
local TargetPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey)
|
||
if UE.IsValid(TargetPawn) then
|
||
--补满子弹
|
||
TargetPawn:SetAllWeaponBulletNumToMaxOnServer(true, false)
|
||
UGCEventSystem.SetTimer(TargetPawn,
|
||
function()
|
||
if UE.IsValid(TargetPawn) and TargetPawn:IsAlive() then
|
||
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
|
||
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
|
||
|
||
-- 玩家自定义武器组合
|
||
function UGCGameState:PlayerCustomWeapon(PlayerKey, ProgrammeIndex, WeaponComb)
|
||
UGCLogSystem.Log("[UGCGameState_PlayerCustomWeapon] PlayerKey:%s, ProgrammeIndex:%s", tostring(PlayerKey), tostring(ProgrammeIndex))
|
||
UGCLogSystem.LogTree("[UGCGameState_PlayerCustomWeapon] WeaponComb:", WeaponComb)
|
||
if ProgrammeIndex == nil or WeaponComb == nil then return end
|
||
local CustomWeaponList = {}
|
||
for i, v in pairs(WeaponSelectionCombinationConfig.PlayerCustomWeapon) do
|
||
for _, WeaponID in pairs(v.WeaponIDs) do
|
||
CustomWeaponList[#CustomWeaponList + 1] = WeaponID
|
||
end
|
||
end
|
||
for i, v in pairs(WeaponComb) do
|
||
if not table.hasValue(CustomWeaponList, v) then
|
||
UGCLogSystem.LogError("[UGCGameState_PlayerCustomWeapon] 有错误的武器ID:%s", tostring(v))
|
||
return
|
||
end
|
||
end
|
||
local PlayerWeaponCombs = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.WeaponComb)
|
||
if PlayerWeaponCombs == nil then PlayerWeaponCombs = {} end
|
||
PlayerWeaponCombs[ProgrammeIndex] = WeaponComb
|
||
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.WeaponComb, PlayerWeaponCombs)
|
||
self:PlayerSelectWeaponIndex(PlayerKey, ProgrammeIndex)
|
||
UGCLogSystem.Log("[UGCGameState_PlayerCustomWeapon] Finish")
|
||
end
|
||
-- PlayerWeaponCombination End -----------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
|
||
-- 内购 -------------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
--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
|
||
|
||
-- 内购 End ---------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
-- Map ---------------------------------------------------------------------------------------------------------------------------------------------
|
||
function UGCGameState:SetMapKey(InMapKey)
|
||
self.MapKey = InMapKey
|
||
end
|
||
|
||
function UGCGameState:GetMapKey()
|
||
return self.MapKey
|
||
end
|
||
|
||
function UGCGameState:LoadNowMiniMap()
|
||
UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap]")
|
||
if self:HasAuthority() or self.MapKey == nil then
|
||
UGCLogSystem.LogError("[UGCGameState_LoadNowMiniMap] self.MapSelectionFinalResult is nil")
|
||
return
|
||
end
|
||
local MiniMapInfo = MapConfig.MapInfo[self.MapKey].MiniMapInfo
|
||
UGCLogSystem.LogTree("[UGCGameState_LoadNowMiniMap]", MiniMapInfo)
|
||
UGCWidgetManagerSystem.ChangeMap(MiniMapInfo.MapPath, MiniMapInfo.MapCentre, MiniMapInfo.MapSize, MiniMapInfo.MapScale)
|
||
|
||
-- 这里做一下校验,怕有的玩家没设置成功
|
||
if self.DoubleSetMiniMap then
|
||
UGCEventSystem.StopTimer(self.DoubleSetMiniMap)
|
||
end
|
||
self.DoubleSetMiniMap = UGCEventSystem.SetTimer(self, function()
|
||
UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap] DoubleSetStart, Path:%s", tostring(MiniMapInfo.MapPath))
|
||
UGCWidgetManagerSystem.ChangeMap(MiniMapInfo.MapPath, MiniMapInfo.MapCentre, MiniMapInfo.MapSize, MiniMapInfo.MapScale)
|
||
self.DoubleSetMiniMap = nil
|
||
UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap] DoubleSetFinish")
|
||
end, 20)
|
||
|
||
UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap] Finish")
|
||
end
|
||
-- Map End -----------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
-- 呼吸恢复 -----------------------------------------------------------------------------------------------------------------------------------------
|
||
--- 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
|
||
-- 呼吸恢复 End -------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
-- Round -------------------
|
||
|
||
function UGCGameState:AddNewRound()
|
||
self.RoundCount = self.RoundCount + 1
|
||
end
|
||
|
||
function UGCGameState:IsFinishRound()
|
||
return self.RoundCount >= GlobalConfigs.GameSetting.MaxRound
|
||
end
|
||
|
||
-- Round End ---------------
|
||
|
||
-- 补人策略 --------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
function UGCGameState:UpdateAddPlayerJoin(PlayerKey)
|
||
|
||
|
||
if not (GlobalConfigs.GameSetting.EnablePlayerJoin and self.bGameEnablePlayerJoin) then return end
|
||
if PlayerKey and not table.hasValue(self.JoinedPlayers, PlayerKey) then
|
||
self.JoinedPlayers[#self.JoinedPlayers + 1] = PlayerKey
|
||
end
|
||
|
||
|
||
UGCLogSystem.LogTree("[UGCGameState_UpdateAddPlayerJoin] JoinedPlayers:", self.JoinedPlayers)
|
||
|
||
-- 先停止补人以便后续刷新补人
|
||
UGCGameSystem.StopPlayerJoin()
|
||
local Team1NeedAddCount = GlobalConfigs.GameModeSetting.TeamNeedPlayerNum - #UGCTeamSystem.GetPlayerKeysByTeamID(1)
|
||
local Team2NeedAddCount = GlobalConfigs.GameModeSetting.TeamNeedPlayerNum - #UGCTeamSystem.GetPlayerKeysByTeamID(2)
|
||
if Team1NeedAddCount > 0 or Team2NeedAddCount > 0 then
|
||
-- 刷新补人
|
||
UGCGameSystem.OpenPlayerJoin()
|
||
-- 每次只补1人
|
||
if Team1NeedAddCount > Team2NeedAddCount then
|
||
UGCGameSystem.ApplyPlayerJoin(1, 1)
|
||
else
|
||
UGCGameSystem.ApplyPlayerJoin(1, 2)
|
||
end
|
||
end
|
||
UGCLogSystem.Log("[UGCGameState_UpdateAddPlayerJoin] Finish")
|
||
end
|
||
|
||
function UGCGameState:ClosePlayerJoin()
|
||
UGCGameSystem.StopPlayerJoin()
|
||
self.bGameEnablePlayerJoin = false
|
||
UGCLogSystem.Log("[UGCGameState_ClosePlayerJoin] CloseAddPlayerJoin")
|
||
end
|
||
|
||
-- 补人策略 End ----------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
-- GameLogic 玩法中的函数 随工程修改、删除 -------------------------------------------------------------------------------------------------------------
|
||
|
||
--- 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
|
||
|
||
--local PlayerTeamID = UGCPlayerStateSystem.GetTeamID(PlayerKey)
|
||
--UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam]PlayerTeamID:%s", tostring(PlayerTeamID))
|
||
--if PlayerTeamID > 2 then
|
||
-- UGCTeamSystem.ChangePlayerTeamID(PlayerKey, PlayerTeamID - 2)
|
||
-- PlayerTeamID = UGCPlayerStateSystem.GetTeamID(PlayerKey)
|
||
-- UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] NewTeamID:%s", tostring(PlayerTeamID))
|
||
--end
|
||
--local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
|
||
--if PC then
|
||
-- PC:UpdatePlayerStartType()
|
||
--end
|
||
end
|
||
|
||
--- 初始化进攻方防守方的出生点
|
||
UGCGameState.Team1IsAttack = true
|
||
function UGCGameState:ChangeBreakThroughPlayerStart()
|
||
self.Team1IsAttack = not self.Team1IsAttack
|
||
|
||
|
||
self.Attackers = {}
|
||
self.Defenders = {}
|
||
local TempAttackers = UGCTeamSystem.GetPlayerKeysByTeamID(self.Team1IsAttack and 1 or 2)
|
||
local TempDefenders = UGCTeamSystem.GetPlayerKeysByTeamID(self.Team1IsAttack and 2 or 1)
|
||
|
||
|
||
for i, v in pairs(TempAttackers) do
|
||
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(v)
|
||
if PC then
|
||
PC:SetStartPointType(EPlayerStartType.Attack)
|
||
end
|
||
self.Attackers[#self.Attackers + 1] = v
|
||
end
|
||
for i, v in pairs(TempDefenders) do
|
||
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(v)
|
||
if PC then
|
||
PC:SetStartPointType(EPlayerStartType.Defend)
|
||
end
|
||
self.Defenders[#self.Defenders + 1] = v
|
||
end
|
||
end
|
||
|
||
--- 刷新玩家阵营
|
||
function UGCGameState:UpdatePlayerIsAttacker(PC)
|
||
local InPlayerKey = PC.PlayerKey
|
||
UGCLogSystem.Log("[UGCGameState_UpdatePlayerIsAttacker] PlayerKey:%s", tostring(InPlayerKey))
|
||
local TeamID = UGCPlayerStateSystem.GetTeamID(InPlayerKey)
|
||
local AttackTeamID = (self.Team1IsAttack and 1 or 2)
|
||
if TeamID == AttackTeamID then
|
||
if not table.hasValue(self.Attackers, InPlayerKey) then
|
||
self.Attackers[#self.Attackers + 1] = InPlayerKey
|
||
PC:SetStartPointType(EPlayerStartType.Attack)
|
||
UGCLogSystem.Log("[UGCGameState_UpdatePlayerIsAttacker] IsAttacker")
|
||
end
|
||
else
|
||
if not table.hasValue(self.Defenders, InPlayerKey) then
|
||
self.Defenders[#self.Defenders + 1] = InPlayerKey
|
||
PC:SetStartPointType(EPlayerStartType.Defend)
|
||
UGCLogSystem.Log("[UGCGameState_UpdatePlayerIsAttacker] IsDefender")
|
||
end
|
||
end
|
||
UGCLogSystem.Log("[UGCGameState_UpdatePlayerIsAttacker] Finish")
|
||
end
|
||
|
||
function UGCGameState:GetTeam1IsAttack()
|
||
return self.Team1IsAttack
|
||
end
|
||
|
||
--- 增加突围次数
|
||
function UGCGameState:AddBreakThroughCount(AddCount)
|
||
if AddCount == nil then AddCount = 1 end
|
||
self.BreakThroughCount = self.BreakThroughCount + AddCount
|
||
end
|
||
--- 重置突围次数
|
||
function UGCGameState:ResetBreakThroughCount()
|
||
self.BreakThroughCount = 0
|
||
end
|
||
--- 获取突围次数
|
||
function UGCGameState:GetBreakThrough()
|
||
return self.BreakThroughCount
|
||
end
|
||
--- 是否突围成功
|
||
function UGCGameState:IsBreakThroughSucceed()
|
||
return self.BreakThroughCount >= GlobalConfigs.ProjectSetting.BreakThroughMaxCount
|
||
end
|
||
--- 判断玩家是否为进攻方
|
||
function UGCGameState:PlayerIsAttacker(InPlayerKey)
|
||
if table.hasValue(self.Attackers, InPlayerKey) then
|
||
return true
|
||
end
|
||
return false
|
||
end
|
||
|
||
--- 队伍突围成功的时间 小于0则为突围失败
|
||
function UGCGameState:SetTeamBreakThroughTime(Time)
|
||
if self.Team1IsAttack then
|
||
self.TeamBreakThroughTime[1] = {Time = Time, Count = self:GetBreakThrough()}
|
||
else
|
||
self.TeamBreakThroughTime[2] = {Time = Time, Count = self:GetBreakThrough()}
|
||
end
|
||
end
|
||
|
||
function UGCGameState:GetTeamBreakThroughTime(InTeamID)
|
||
return self.TeamBreakThroughTime[InTeamID] and self.TeamBreakThroughTime[InTeamID].Time or -1
|
||
end
|
||
|
||
function UGCGameState:GetTeamBreakThroughCount(InTeamID)
|
||
return self.TeamBreakThroughTime[InTeamID] and self.TeamBreakThroughTime[InTeamID].Count or 0
|
||
end
|
||
|
||
function UGCGameState:GetCanBreakThrough()
|
||
return self.bCanBreakThrough
|
||
end
|
||
|
||
function UGCGameState:PlayerBreakThrough()
|
||
self.bCanBreakThrough = false
|
||
if self.ChangeCanBreakThroughHandle then
|
||
UGCEventSystem.StopTimer(self.ChangeCanBreakThroughHandle)
|
||
end
|
||
self.ChangeCanBreakThroughHandle = UGCEventSystem.SetTimer(self,
|
||
function()
|
||
self.bCanBreakThrough = true
|
||
self.ChangeCanBreakThroughHandle = nil
|
||
end,
|
||
GlobalConfigs.ProjectSetting.BreakThroughCoolingTime
|
||
)
|
||
end
|
||
|
||
-- GameLogic End ---------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
|
||
------------------------------------------------ GameState Abstract RPC ------------------------------------------------
|
||
function UGCGameState:UGCSendRPCSystemFunc(...)
|
||
UGCSendRPCSystem.RPCFunc(...)
|
||
end
|
||
---------------------------------------------- GameState Abstract RPC End ----------------------------------------------
|
||
|
||
|
||
|
||
function UGCGameState:GetAvailableServerRPCs()
|
||
return
|
||
"UGCSendRPCSystemFunc"
|
||
end
|
||
return UGCGameState;
|