1259 lines
46 KiB
Lua
1259 lines
46 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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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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AllAlivePlayers = {}; -- 存活的玩家 PlayerKeys
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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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-- Round
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RoundCount = 0; -- 当前回合
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WiningTeam = -1; -- 当前获胜队伍
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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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ClientGameTimeDifference = 0.; -- 客户端与服务器的游戏时间差时间差
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GameTimeCalibrationCycle = 3; -- 校准客户端GameTime的周期
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-- 工程参数
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PlayerSelectedTeam = {}; -- 玩家选择的队伍
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PlayerSelectedMap = {}; -- 玩家选择的地图
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LockPlayerTeam = {[1] = {}, [2] = {}}; -- 最终的玩家队伍
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MapModeType = -1; -- 地图的玩法模式
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AttackTeamID = 1; -- 攻点的进攻方队伍ID
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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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"AllAlivePlayers",
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"MapKey",
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"SyncPlayModeUIInfo",
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"RoundCount",
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"WiningTeam",
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"PlayerWeaponCombination",
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"PlayerSelectedWeaponIndex",
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-- 工程同步的参数
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"PlayerSelectedTeam",
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"PlayerSelectedMap",
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"LockPlayerTeam",
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"MapModeType",
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"AttackTeamID",
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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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UGCEventSystem.SendEvent(EventEnum.UpdatePlayerInfo)
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UGCEventSystem.SendEvent(EventEnum.PlayerIsAliveIsChange)
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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_AllAlivePlayers()
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UGCEventSystem.SendEvent(EventEnum.PlayerIsAliveIsChange)
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end
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function UGCGameState:OnRep_RoundCount()
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UGCEventSystem.SendEvent(EventEnum.NewRound, self.RoundCount)
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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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-- 工程OnRep
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function UGCGameState:OnRep_PlayerSelectedTeam()
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UGCEventSystem.SendEvent(EventEnum.UpdatePlayerSelectedTeam)
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end
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function UGCGameState:OnRep_PlayerSelectedMap()
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UGCEventSystem.SendEvent(EventEnum.UpdatePlayerSelectedMap, self.PlayerSelectedMap)
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end
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function UGCGameState:OnRep_LockPlayerTeam()
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UGCEventSystem.SendEvent(EventEnum.UpdateLockPlayerTeam, self.LockPlayerTeam)
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end
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function UGCGameState:OnRep_MapModeType()
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UGCEventSystem.SendEvent(EventEnum.UpdateMapMode, self.MapModeType)
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end
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function UGCGameState:OnRep_AttackTeamID()
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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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-- 注册粒子特效
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ParticleConfig.Init(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 = false
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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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-- 循环校准服务器时间
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self.GameTimeCalibrationHandle = UGCEventSystem.SetTimerLoop(self, self.CalibrationServerGameTime, self.GameTimeCalibrationCycle)
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else
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self:OnRep_SyncPlayModeUIInfo()
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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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--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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if GlobalConfigs.GameSetting.EnablePlayerJoin then
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PlayerScoreSystem.RemovePlayerScoreInfo(PlayerKey)
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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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local PS = UGCGameSystem.GetPlayerStateByPlayerKey(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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-- PlayerLevel = UserInfoCpy.PlayerLevel,
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--}
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--self.PlayerPersonalInfos[PlayerKey] = CustomUserInfo
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self.PlayerPersonalInfos[PlayerKey] = table.DeepCopy(UE.ToTable(UserInfo))
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UGCLogSystem.LogTree("[UGCGameState_GetUserInfo] UserInfo:", self.PlayerPersonalInfos[PlayerKey])
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if PS and UE.IsValid(PS) then
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self.PlayerPersonalInfos[PlayerKey].AvatarBoxId = PS.AvatarBoxId
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else
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self.PlayerPersonalInfos[PlayerKey].AvatarBoxId = 0
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end
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UGCLogSystem.LogTree("[UGCGameState_GetUserInfo] UserInfo:", self.PlayerPersonalInfos[PlayerKey])
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return self.PlayerPersonalInfos[PlayerKey]
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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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-- Team 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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--- 新回合
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function UGCGameState:AddNewRound()
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self:ResetRoundInfo()
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self.RoundCount = self.RoundCount + 1
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end
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function UGCGameState:IsFinishRound()
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return self.RoundCount >= GlobalConfigs.GameSetting.MaxRound
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end
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--- 重置回合信息
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function UGCGameState:ResetRoundInfo()
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self.WinningTeam = -1
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end
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--- 获取当前回合数
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function UGCGameState:GetRoundCount()
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return self.RoundCount
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end
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--- 设置获胜方
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function UGCGameState:SetWinningTeam(TeamID)
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if self.WinningTeam > 0 then
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return
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end
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self.WinningTeam = TeamID
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self:AddTeamScore(TeamID, 1)
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end
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--- 获取当前获胜方
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function UGCGameState:GetWinningTeam()
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return self.WinningTeam
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end
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--- 获取队伍中的玩家
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function UGCGameState:GetTeamPlayer(TeamID)
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local Res = {}
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for PlayerKey, PlayerInfo in pairs(self.PlayerPersonalInfos) do
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if PlayerInfo.TeamID == TeamID then
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Res[#Res + 1] = PlayerKey
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end
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end
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return Res
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end
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-- Team 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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|
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------------------------------------------------------------------ 获取玩家信息 ------------------------------------------------------------------
|
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|
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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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|
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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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|
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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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|
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function UGCGameState:GetPlayerHeadInfo(PlayerKey)
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local PlayerInfo = self.PlayerPersonalInfos[PlayerKey]
|
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--- return {UID:string, IconURL:string, Gender:int, AvatarBoxId:int, PlayerLevel:int, PlayerName:string} 其中AvatarBoxId可以从PlayerState中获取
|
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|
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local Res = {
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UIDString = "",
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IconURL = "",
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Gender = 1,
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AvatarBoxId = 0,
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PlayerLevel = 1,
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PlayerName = "Null",
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}
|
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if PlayerInfo then
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Res.UIDString = tostring(PlayerInfo.UID)
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Res.IconURL = PlayerInfo.IconURL
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Res.Gender = PlayerInfo.Gender
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Res.AvatarBoxId = PlayerInfo.AvatarBoxId
|
||
Res.PlayerLevel = PlayerInfo.PlayerLevel
|
||
Res.PlayerName = PlayerInfo.PlayerName
|
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end
|
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return Res
|
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end
|
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|
||
---------------------------------------------------------------- 获取玩家信息 End ----------------------------------------------------------------
|
||
|
||
|
||
|
||
function UGCGameState:GetGameTime()
|
||
return self.GameTime
|
||
end
|
||
|
||
function UGCGameState:SetGameTime(NewTime)
|
||
if UGCGameSystem.IsServer() then
|
||
self.GameTime = NewTime
|
||
else
|
||
UGCLogSystem.LogError("[UGCGameState_SetGameTime] 客户端无法设置游戏时间")
|
||
end
|
||
end
|
||
|
||
--- 获取校准后的服务器时间
|
||
function UGCGameState:GetServerGameTime()
|
||
if UGCGameSystem.IsServer() then
|
||
return UGCSystemLibrary.GetGameTime()
|
||
else
|
||
return UGCSystemLibrary.GetGameTime() - self.ClientGameTimeDifference
|
||
end
|
||
end
|
||
|
||
--- 校准服务器时间
|
||
function UGCGameState:CalibrationServerGameTime(ServerGameTime)
|
||
if UGCGameSystem.IsServer() then
|
||
UGCSendRPCSystem.ActorRPCNotify(nil, self, "CalibrationServerGameTime", self:GetServerGameTime())
|
||
else
|
||
self.ClientGameTimeDifference = UGCSystemLibrary.GetGameTime() - ServerGameTime
|
||
end
|
||
end
|
||
|
||
|
||
function UGCGameState:SetPlayerIsAlive(PlayerKey, Pawn)
|
||
if Pawn then
|
||
self.AllAlivePlayers[PlayerKey] = 1
|
||
else
|
||
self.AllAlivePlayers[PlayerKey] = nil
|
||
end
|
||
end
|
||
|
||
|
||
function UGCGameState:GetPlayerIsAlive(PlayerKey)
|
||
if self.AllAlivePlayers[PlayerKey] then
|
||
return true
|
||
end
|
||
return false
|
||
end
|
||
|
||
|
||
|
||
--- 获取队伍存活的玩家数
|
||
function UGCGameState:GetTeamAlivePlayerCount(TeamID)
|
||
|
||
local Count = 0
|
||
local Players = self:GetTeamPlayer(TeamID)
|
||
UGCLogSystem.LogTree("[UGCGameState_GetTeamAlivePlayerCount] Players", Players)
|
||
for i, v in pairs(Players) do
|
||
if self:GetPlayerIsAlive(v) then
|
||
Count = Count + 1
|
||
end
|
||
end
|
||
UGCLogSystem.Log("[UGCGameState_GetTeamAlivePlayerCount] Count:%s", tostring(Count))
|
||
return Count
|
||
end
|
||
|
||
--------------------------------------------- SyncUIInfo ---------------------------------------------
|
||
|
||
|
||
-- PlayMode -------------------------------------------------------------------------------------------
|
||
function UGCGameState:ShowSimplePlayModeUI(UIType, Params)
|
||
if Params == nil then Params = {} end
|
||
self.SyncPlayModeUIInfo = {}
|
||
self.SyncPlayModeUIInfo[UIType] = Params
|
||
end
|
||
|
||
function UGCGameState:AddPlayModeUI(UIType, Params)
|
||
if table.hasValue(WidgetConfig.SyncShowPlayModeWidget, UIType) then
|
||
if Params == nil then Params = {} end
|
||
self.SyncPlayModeUIInfo[UIType] = Params
|
||
end
|
||
end
|
||
|
||
function UGCGameState:RemovePlayModeUI(UIType)
|
||
self.SyncPlayModeUIInfo[UIType] = nil
|
||
end
|
||
-- PlayMode End ---------------------------------------------------------------------------------------
|
||
|
||
|
||
--------------------------------------------- SyncUIInfo End ---------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
-- PlayerWeaponCombination ---------------------------------------------------------------------------------------------------------------
|
||
|
||
function UGCGameState:SetPlayerWeaponCombination(PlayerKey, WeaponCombinationType)
|
||
self.PlayerWeaponCombination[PlayerKey] = WeaponCombinationType
|
||
self:ResetPlayerSelectWeaponIndex(PlayerKey)
|
||
end
|
||
|
||
function UGCGameState:GetPlayerWeaponCombination(PlayerKey)
|
||
if self.PlayerWeaponCombination[PlayerKey] then
|
||
return self.PlayerWeaponCombination[PlayerKey]
|
||
else
|
||
return 1
|
||
end
|
||
end
|
||
|
||
--- 重置玩家选择的武器配置索引
|
||
function UGCGameState:ResetPlayerSelectWeaponIndex(PlayerKey)
|
||
self.PlayerSelectedWeaponIndex[PlayerKey] = 1
|
||
end
|
||
|
||
--- 重置所有玩家的武器配置索引
|
||
function UGCGameState:ResetAllPlayerSelectWeaponIndex()
|
||
self.PlayerSelectedWeaponIndex = {}
|
||
end
|
||
|
||
--- 设置玩家选择的武器配置索引
|
||
function UGCGameState:PlayerSelectWeaponIndex(PlayerKey, WeaponCombinationIndex)
|
||
self.PlayerSelectedWeaponIndex[PlayerKey] = WeaponCombinationIndex
|
||
self:UpdatePlayerWeapon(PlayerKey)
|
||
if self.PlayerAutoSelectWeaponHandle[PlayerKey] then
|
||
UGCEventSystem.StopTimer(self.PlayerAutoSelectWeaponHandle[PlayerKey])
|
||
self.PlayerAutoSelectWeaponHandle[PlayerKey] = nil
|
||
end
|
||
end
|
||
|
||
--- 校验玩家选择的武器配置索引
|
||
function UGCGameState:CheckPlayerSelectWeaponIndex(PlayerKey)
|
||
local SelectedWeaponIndex = self:GetPlayerSelectedWeaponIndex(PlayerKey)
|
||
if SelectedWeaponIndex then
|
||
local WeaponCombination = WeaponSelectionCombinationConfig.WeaponCombinationList[self:GetPlayerWeaponCombination(PlayerKey)]
|
||
if WeaponCombination then
|
||
if WeaponCombination.Weapon[SelectedWeaponIndex] then
|
||
return true
|
||
end
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
--- 获取玩家选择的武器配置索引
|
||
function UGCGameState:GetPlayerSelectedWeaponIndex(PlayerKey)
|
||
return self.PlayerSelectedWeaponIndex[PlayerKey]
|
||
end
|
||
|
||
--- 获取玩家选择的武器索引对应的武器及配件
|
||
function UGCGameState:GetPlayerSelectedWeaponAndParts(PlayerKey)
|
||
local Res = {}
|
||
if 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[PlayerWeaponCombination] and SavedWeaponComb[PlayerWeaponCombination][PlayerSelectedWeaponIndex] then
|
||
Weapons = SavedWeaponComb[PlayerWeaponCombination][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 = {}
|
||
for PartIndex, PartID in pairs(WeaponTable.RecommendedWeaponParts[WeaponID]) do
|
||
WeaponItemInfo.SubItemList[PartIndex] = {ItemID = PartID, Count = 1}
|
||
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 = {}
|
||
local PlayerWeaponCombination = self:GetPlayerWeaponCombination(PlayerKey)
|
||
for i, v in pairs(WeaponSelectionCombinationConfig.PlayerCustomWeapon[PlayerWeaponCombination]) 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
|
||
|
||
if PlayerWeaponCombs[PlayerWeaponCombination] == nil then PlayerWeaponCombs[PlayerWeaponCombination] = {} end
|
||
|
||
PlayerWeaponCombs[PlayerWeaponCombination][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
|
||
UGCEventSystem.SendEvent(EventEnum.UpdateMapKey, self.MapKey)
|
||
end
|
||
|
||
function UGCGameState:GetMapKey()
|
||
return self.MapKey
|
||
end
|
||
|
||
function UGCGameState:LoadNowMiniMap()
|
||
UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap]")
|
||
if self:HasAuthority() or self.MapKey <= 0 then
|
||
UGCLogSystem.LogError("[UGCGameState_LoadNowMiniMap] self.MapSelectionFinalResult is nil")
|
||
return
|
||
end
|
||
local MiniMapInfo = MapConfig.MapInfo[self.MapKey].MiniMapInfo
|
||
if MiniMapInfo.MapPath then
|
||
UGCLogSystem.LogTree("[UGCGameState_LoadNowMiniMap]", MiniMapInfo)
|
||
UGCWidgetManagerSystem.ChangeMap(MiniMapInfo.MapPath, MiniMapInfo.MapCentre, MiniMapInfo.MapSize, MiniMapInfo.MapScale)
|
||
UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap] Finish")
|
||
end
|
||
end
|
||
|
||
-- Map End -----------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
-- 呼吸回血 -----------------------------------------------------------------------------------------------------------------------------------------
|
||
--- 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
|
||
|
||
-- 呼吸回血 End -------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
-- 准备阶段 -----------------------------------------------------------------------------------------------------------------------------------------
|
||
function UGCGameState:IsReadyState()
|
||
return self:GetGameTime() >= GlobalConfigs.GameSetting.RoundTime
|
||
end
|
||
-- 准备阶段 End -------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
-- Skill -------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
function UGCGameState:PlayerUseSkill(SkillType, InPlayerKey)
|
||
SkillConfig.ExeSkill(SkillType, UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey))
|
||
end
|
||
|
||
-- Skill End -------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
-- Debug -------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
function UGCGameState:DebugLogic(InPlayerKey)
|
||
UGCLogSystem.Log("[UGCGameState_DebugLogic] PlayerKey:%s", tostring(InPlayerKey))
|
||
local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey)
|
||
if Pawn then
|
||
local ActorClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Debug/BP_TestCubeActor.BP_TestCubeActor_C'))
|
||
local PawnForward = Pawn:GetActorForwardVector()
|
||
local PawnPos = Pawn:K2_GetActorLocation()
|
||
PawnForward.Z = 0
|
||
local TargetPos = VectorHelper.Add(PawnPos, VectorHelper.MulNumber(PawnForward, 200))
|
||
UGCLogSystem.Log("[UGCGameState_DebugLogic] Pos:%s", VectorHelper.ToString(TargetPos))
|
||
UGCGameSystem.SpawnActor(self, ActorClass, TargetPos, VectorHelper.RotZero(), VectorHelper.ScaleOne())
|
||
UGCLogSystem.Log("[UGCGameState_DebugLogic] Succeed")
|
||
else
|
||
UGCLogSystem.LogError("[UGCGameState_DebugLogic]")
|
||
end
|
||
end
|
||
|
||
-- Debug End -------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
------------------------------------------------ GameState Abstract RPC ------------------------------------------------
|
||
function UGCGameState:UGCSendRPCSystemFunc(...)
|
||
UGCSendRPCSystem.RPCFunc(...)
|
||
end
|
||
---------------------------------------------- GameState Abstract RPC End ----------------------------------------------
|
||
|
||
|
||
|
||
-- 工程函数设置 根据工程而修改调整的函数 -------------------------------------------------------------------------------------
|
||
--- 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
|
||
if self.LastChangeTeamIsTeam1 then
|
||
self.LastChangeTeamIsTeam1 = false
|
||
UGCTeamSystem.ChangePlayerTeamID(PlayerKey, 2)
|
||
else
|
||
self.LastChangeTeamIsTeam1 = true
|
||
UGCTeamSystem.ChangePlayerTeamID(PlayerKey, 1)
|
||
end
|
||
PlayerTeamID = UGCPlayerStateSystem.GetTeamID(PlayerKey)
|
||
UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] NewTeamID:%s", tostring(PlayerTeamID))
|
||
end
|
||
|
||
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
|
||
if PC then
|
||
PC:UpdatePlayerStartType()
|
||
UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] Finish")
|
||
else
|
||
UGCLogSystem.LogError("[UGCGameState_UpdatePlayerTeam] PC is nil")
|
||
end
|
||
end
|
||
|
||
function UGCGameState:PlayerSelectTeam(PlayerKey, IsTeam1)
|
||
self.PlayerSelectedTeam[PlayerKey] = (IsTeam1 and 1 or 2)
|
||
end
|
||
|
||
|
||
|
||
function UGCGameState:GetSelectedTeamCount()
|
||
local Team1, Team2 = 0, 0
|
||
for i, v in pairs(self.PlayerSelectedTeam) do
|
||
if v == 1 then
|
||
Team1 = Team1 + 1
|
||
else
|
||
Team2 = Team2 + 1
|
||
end
|
||
end
|
||
return Team1, Team2
|
||
end
|
||
|
||
|
||
|
||
--- 根据玩家选择的队伍进行队伍分配
|
||
function UGCGameState:TeamAllocation()
|
||
UGCLogSystem.Log("[UGCGameState_TeamAllocation]")
|
||
local AllPlayerKey = UGCSystemLibrary.GetAllPlayerKeys()
|
||
local Team1Count, Team2Count = 0, 0
|
||
-- 让未选择的玩家选择
|
||
for i, v in pairs(AllPlayerKey) do
|
||
if self.PlayerSelectedTeam[v] == nil then
|
||
Team1Count, Team2Count = self:GetSelectedTeamCount()
|
||
-- 两队一致时优先选Team2
|
||
self:PlayerSelectTeam(v, Team1Count < Team2Count)
|
||
end
|
||
end
|
||
|
||
Team1Count, Team2Count = self:GetSelectedTeamCount()
|
||
|
||
if #AllPlayerKey == 2 then
|
||
self:ChangePlayerTeamLogic(AllPlayerKey[1], 2)
|
||
elseif math.max(Team1Count, Team2Count) > 2 then
|
||
-- 随机分配
|
||
self:ChangePlayerTeamLogic(AllPlayerKey[1], 2)
|
||
if #AllPlayerKey >= 3 then
|
||
self:ChangePlayerTeamLogic(AllPlayerKey[2], 2)
|
||
end
|
||
else
|
||
-- 正常分配
|
||
for PlayerKey, TeamID in pairs(self.PlayerSelectedTeam) do
|
||
if TeamID == 2 then
|
||
self:ChangePlayerTeamLogic(PlayerKey, 2)
|
||
end
|
||
end
|
||
end
|
||
|
||
for i, v in pairs(AllPlayerKey) do
|
||
local TeamID = UGCPlayerStateSystem.GetTeamID(v)
|
||
if self.LockPlayerTeam[TeamID] == nil then
|
||
self.LockPlayerTeam[TeamID] = {}
|
||
end
|
||
self.LockPlayerTeam[TeamID][#self.LockPlayerTeam[TeamID] + 1] = v
|
||
end
|
||
UGCLogSystem.LogTree("[UGCGameState_TeamAllocation] Finish. LockPlayerTeam:", self.LockPlayerTeam)
|
||
end
|
||
|
||
|
||
|
||
-- 更新玩家的队伍
|
||
function UGCGameState:ChangePlayerTeamLogic(PlayerKey, PlayerTeamID)
|
||
-- 设置出生点类型
|
||
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
|
||
if PlayerTeamID == 1 then
|
||
PC:SetStartPointType(EPlayerStartType.Team1)
|
||
else
|
||
PC:SetStartPointType(EPlayerStartType.Team2)
|
||
end
|
||
-- 官方逻辑设置队伍ID
|
||
UGCTeamSystem.ChangePlayerTeamID(PlayerKey, PlayerTeamID)
|
||
-- 玩家信息栏设置队伍信息
|
||
self.PlayerPersonalInfos[PlayerKey].TeamID = PlayerTeamID
|
||
-- 玩家比分栏设置比分信息
|
||
PlayerScoreSystem.UpdatePlayerTeamID(PlayerKey, PlayerTeamID)
|
||
end
|
||
|
||
-- 玩家选择地图
|
||
function UGCGameState:PlayerSelectMap(PlayerKey, MapIndex)
|
||
self.PlayerSelectedMap[PlayerKey] = MapIndex
|
||
UGCLogSystem.Log("[UGCGameState_PlayerSelectMap] PlayerKey:%s, MapIndex:%s", tostring(PlayerKey), tostring(MapIndex))
|
||
end
|
||
|
||
-- 获取选择对应地图的玩家PlayerKey
|
||
function UGCGameState:GetSelectedMapPlayers(InMapIndex)
|
||
local ResPlayerKeys = {}
|
||
for i, v in pairs(self.PlayerSelectedMap) do
|
||
if v == InMapIndex then
|
||
ResPlayerKeys[#ResPlayerKeys + 1] = i
|
||
end
|
||
end
|
||
return ResPlayerKeys
|
||
end
|
||
|
||
function UGCGameState:GetPlayerSelectedMap(InPlayerKey)
|
||
return self.PlayerSelectedMap[InPlayerKey]
|
||
end
|
||
|
||
function UGCGameState:MapLock()
|
||
local MapSelectCount = {}
|
||
for i, v in pairs(MapConfig.MapInfo) do
|
||
MapSelectCount[#MapSelectCount + 1] = {MapIndex = i, Count = #self:GetSelectedMapPlayers(i)}
|
||
end
|
||
if #MapSelectCount == 0 then
|
||
self:SetMapKey(math.random(#MapConfig.MapInfo))
|
||
else
|
||
table.sort(MapSelectCount, function(a, b)
|
||
return a.Count > b.Count
|
||
end)
|
||
self:SetMapKey(MapSelectCount[1].MapIndex)
|
||
end
|
||
self.MapModeType = MapConfig.MapInfo[self:GetMapKey()].ModeType
|
||
end
|
||
|
||
function UGCGameState:GetMapModeType()
|
||
return self.MapModeType
|
||
end
|
||
|
||
function UGCGameState:GetAttackTeam()
|
||
return self.AttackTeamID
|
||
end
|
||
|
||
function UGCGameState:SetAttackTeam(TeamID)
|
||
self.AttackTeamID = TeamID
|
||
end
|
||
|
||
function UGCGameState:PlayerIsAttacker(PlayerKey)
|
||
return self:GetPlayerTeamIDByPlayerKey(PlayerKey) == self:GetAttackTeam()
|
||
end
|
||
|
||
-- 工程设置 End -------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
function UGCGameState:GetAvailableServerRPCs()
|
||
return
|
||
"UGCSendRPCSystemFunc"
|
||
end
|
||
return UGCGameState;
|