103 lines
3.7 KiB
Lua
103 lines
3.7 KiB
Lua
local EventAction_PlayerExit = {
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PlayerKey = 0;
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EndEvent = -1;
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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_PlayerExit:Execute(...)
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if not UGCGameSystem.IsServer() then return end
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UGCGameSystem.SendPlayerSettlement(self.PlayerKey);
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local PlayerState = UGCGameSystem.GetPlayerStateByPlayerKey(self.PlayerKey)
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local PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(self.PlayerKey)
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if PlayerPawn then
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PlayerPawn:K2_DestroyActor()
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else
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UGCLogSystem.LogError("[EventAction_PlayerExit_Execute] PlayerPawn is nil")
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local AllPawn = UGCGameSystem.GetAllPlayerPawn()
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local HasNotControlled = false
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for k, Pawn in pairs(AllPawn) do
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if not Pawn:IsControlled() then
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Pawn:K2_DestroyActor()
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HasNotControlled = true
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end
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end
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if HasNotControlled == false then UGCLogSystem.LogError("[EventAction_PlayerExit_Execute] HasNotControlled is false") end
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end
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if UGCGameSystem.GameState and PlayerState then
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UGCLogSystem.Log("[EventAction_PlayerExit_Execute] PlayerName = "..PlayerState.PlayerName)
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local PlayerData = UGCGameSystem.GameState.PlayerPersonalInfos[self.PlayerKey]
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if PlayerData ~= nil then
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PlayerData.IsOffline = true
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end
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end
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-- 放置模式为单人模式,若玩家退出则直接关闭DS
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if PlacementModeConfig.IsPlaceMode() then
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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_PlayerExit_Execute] Close DS Finsh")
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end,
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5
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)
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end
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--if self:CheckGameEnd() then
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-- UGCGameSystem.GameState:SetGameStateType(CustomEnum.EGameState.End)
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--end
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--UGCEventSystem.SendEvent(EventEnum.PlayerExit, self.PlayerKey)
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return true
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end
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--function EventAction_PlayerExit:CheckGameEnd()
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--
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-- if UGCGameSystem.GameState:GetGameStateType() == CustomEnum.EGameState.Playing then
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-- local PlayerNum = #UGCGameSystem.GetAllPlayerController()
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-- if PlayerNum == 0 then
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-- return true
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-- end
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--
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-- local TeamModeType = GlobalConfigs.GameModeSetting.TeamModeType
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-- if TeamModeType == CustomEnum.ETeamMode.PersonalWarfare then
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-- if PlayerNum <= 1 then
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-- return true
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-- end
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-- elseif TeamModeType == CustomEnum.ETeamMode.PartyMode then
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-- return false
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-- elseif TeamModeType == CustomEnum.ETeamMode.TeamSports or TeamModeType == CustomEnum.ETeamMode.BurstMode then
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-- local TeamIDs = UGCTeamSystem.GetTeamIDs()
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-- if #TeamIDs <= 1 then
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-- return true
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-- end
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-- local Team1Player = UGCTeamSystem.GetPlayerKeysByTeamID(1)
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-- local Team2Player = UGCTeamSystem.GetPlayerKeysByTeamID(2)
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-- local Team1HasPlayer, Team2HasPlayer = false, false
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-- for i, v in pairs(Team1Player) do
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-- if UGCGameSystem.GetPlayerControllerByPlayerKey(v) then
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-- Team1HasPlayer = true
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-- break
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-- end
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-- end
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-- if not Team1HasPlayer then
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-- return true
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-- end
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-- for i, v in pairs(Team2Player) do
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-- if UGCGameSystem.GetPlayerControllerByPlayerKey(v) then
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-- Team2HasPlayer = true
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-- break
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-- end
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-- end
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-- if not Team2HasPlayer then
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-- return true
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-- end
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-- end
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-- end
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-- return false
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--end
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return EventAction_PlayerExit |