145 lines
5.0 KiB
Lua
145 lines
5.0 KiB
Lua
local EventAction_WaitingPlayer = {
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-- 最大等待时间
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WaitTime = 30;
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WaitFinishEvent = 0;
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WaitFailureEvent = 0;
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-- 至少等待的时间
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AtLeastWaitingTime = 5;
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-- 即将开始的提示
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GameWillBeginWaitTime = 5;
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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_WaitingPlayer:Execute(...)
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if not UGCGameSystem.IsServer() then return end
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UGCGameSystem.GameState:SetGameStateType(CustomEnum.EGameState.Waiting)
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-- 显示等待界面UI
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UGCGameSystem.GameState:ShowSimplePlayModeUI(WidgetConfig.EUIType.WaitingTime)
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-- 随机加载关卡
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-- self:AsyncLoadRandomMap()
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-- 其他逻辑
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self:OtherExecuteLogic()
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self.DoOnceGameWillBegin = true;
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self.JoinedPlayerNum = 0
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self.bEnableActionTick = true
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return true
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end
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function EventAction_WaitingPlayer:Update(DeltaSeconds)
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self.WaitTime = self.WaitTime - DeltaSeconds
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-- 判断是否要发送游戏即将开始提示
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if self.WaitTime <= self.GameWillBeginWaitTime and not self.DoOnceNotifyWillBegin then
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self.DoOnceNotifyWillBegin = true
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UGCSendRPCSystem.RPCEvent(nil, EventEnum.GameWillBegin)
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end
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-- 获取玩家数量
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self.JoinedPlayerNum = #UGCGameSystem.GetAllPlayerController()
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-- 判断玩家数是否满足
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if self.JoinedPlayerNum >= GlobalConfigs.GameModeSetting.MaxPlayerNum then
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self.WaitTime = math.min(self.AtLeastWaitingTime, self.WaitTime)
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end
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if self.WaitTime <= 0 then
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self.WaitTime = 0
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self:WaitPlayJoinFinish(self.JoinedPlayerNum >= GlobalConfigs.GameModeSetting.MinPlayerNum)
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end
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-- 更新时间
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UGCGameSystem.GameState:SetGameTime(math.floor(self.WaitTime))
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end
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function EventAction_WaitingPlayer:WaitPlayJoinFinish(bWaitSucceed)
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self.bEnableActionTick = false
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self:OtherFinishLogic()
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if bWaitSucceed then
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UGCEventSystem.SendEvent(self.WaitFinishEvent)
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else
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UGCGameSystem.GameState:SetGameStateType(CustomEnum.EGameState.InsufficientNumberOfPeople)
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UGCEventSystem.SendEvent(self.WaitFailureEvent)
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end
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end
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function EventAction_WaitingPlayer:AsyncLoadRandomMap()
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local MapIndex = 1
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local ProbabilityOfPlayingList = {}
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for i, v in pairs(MapConfig.MapInfo) do
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ProbabilityOfPlayingList[i] = v.ProbabilityOfPlaying
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end
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MapIndex = UGCSystemLibrary.RandomIndex(ProbabilityOfPlayingList)
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UGCGameSystem.GameState:SetMapKey(MapIndex)
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local MapNameList = MapConfig.MapInfo[MapIndex].MapName
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UGCLogSystem.Log("[EventAction_WaitingPlayer_AsyncLoadMapFromType] MapIndex:%s, LoadMapIndex:%s, MapName:%s", tostring(MapIndex), tostring(MapIndex), MapName)
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local SpecialModeType = MapConfig.MapInfo[MapIndex].SpecialModeType
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if SpecialModeType and MapConfig.SpecialModeFunc[SpecialModeType] then
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MapConfig.SpecialModeFunc[SpecialModeType](MapConfig.MapInfo[MapIndex].SpecialModeParam)
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end
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self.MapIndex = MapIndex
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UGCSendRPCSystem.RPCEvent(nil, EventEnum.LoadMap, MapIndex)
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LevelStreamUtil.LoadStreamLevels(MapNameList, {Object = self, Func = self.LoadMapFinish}, false);
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end
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function EventAction_WaitingPlayer:LoadMapFinish()
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UGCLogSystem.Log("[EventAction_WaitingPlayer_LoadMapFinish]")
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-- 刷新出生点
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UGCEventSystem.SendEvent(EventEnum.UpdatePlayerStartList)
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-- 重置所有玩家
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UGCGameSystem.SendModeCustomEvent("ResetAllPlayer")
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-- 其他逻辑
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self:OtherLoadMapFinishLogic()
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end
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-- 其他逻辑 --------------------------------------------------------------------------------------------
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function EventAction_WaitingPlayer:OtherExecuteLogic()
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UGCLogSystem.Log("[EventAction_WaitingPlayer_OtherExecuteLogic]")
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LevelStreamUtil.LoadStreamLevels(MapConfig.DefaultMaps, {Object = self, Func = self.LoadDefaultMapFinish}, false);
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UGCLogSystem.Log("[EventAction_WaitingPlayer_OtherExecuteLogic] Finish")
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end
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function EventAction_WaitingPlayer:LoadDefaultMapFinish()
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UGCLogSystem.Log("[EventAction_WaitingPlayer_LoadDefaultMapFinish]")
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-- 刷新出生点
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UGCEventSystem.SendEvent(EventEnum.UpdatePlayerStartList)
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end
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function EventAction_WaitingPlayer:OtherLoadMapFinishLogic()
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local MapInfo = MapConfig.MapInfo[self.MapIndex].MiniMapInfo
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local MapCentre = MapInfo.MapCentre
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-- 注册毒圈信息
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SignalCircleConfig.RegisterCircleInfo(6, {X = MapCentre.X, Y = MapCentre.Y}, MapInfo.IsRandomCircle, MapInfo.CircleIndex)
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-- 保存载具信息
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MyVehicleSystem.SaveAllVehicleTF(self.MapIndex)
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end
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function EventAction_WaitingPlayer:OtherFinishLogic()
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-- 刷新出生点
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UGCEventSystem.SendEvent(EventEnum.UpdatePlayerStartList)
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-- 根据玩家选择的队伍进行队伍分配
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UGCGameSystem.GameState:TeamAllocation()
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-- 锁定地图
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UGCGameSystem.GameState:MapLock()
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-- 显示武器选择界面
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UGCSendRPCSystem.ClientShowUI(nil, WidgetConfig.EUIType.WeaponSelect)
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end
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-- 其他逻辑 --------------------------------------------------------------------------------------------
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return EventAction_WaitingPlayer |