219 lines
7.9 KiB
Lua
219 lines
7.9 KiB
Lua
---@type MiniGameMode_AvoidingSpikeStick
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local MiniGameMode_AvoidingSpikeStick = {
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IsGameEnd = false;
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bIsInGame = false;
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-- 给玩家结算添加的得分{[PlayerKey] = AddScore, ...}
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PlayerAddScore = {};
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SpikeStickPath = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/MiniLevelActor/AvoidingSpikeStick/BP_AvoidingSpikeStick.BP_AvoidingSpikeStick_C');
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-- 淘汰的玩家
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EliminatePlayer = {};
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AddScore = 1;
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JumpScale = 1;
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PlayerGravityScale = 1;
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bOnePlayerFinishGame = true;
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DeadPC = {};
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}
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--- 游戏初始化
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function MiniGameMode_AvoidingSpikeStick:Init()
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UGCLogSystem.Log("[MiniGameMode_AvoidingSpikeStick_Init]")
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self.SpikeStick = UGCSystemLibrary.GetUniqueInstanceFromPath(self.SpikeStickPath)
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self.JumpScale = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.AvoidingSpikeStick].GameParam.JumpVelocityScale
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self.PlayerGravityScale = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.AvoidingSpikeStick].GameParam.GravityScale
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self.bOnePlayerFinishGame = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.AvoidingSpikeStick].GameParam.bOnePlayerFinishGame
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UGCLogSystem.Log("[MiniGameMode_AvoidingSpikeStick_Init] JumpScale:%s", tostring(self.JumpScale))
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UGCEventSystem.AddListener(EventEnum.StickOverlapPlayer, self.StickOverlapPlayer, self)
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UGCEventSystem.AddListener(EventEnum.PlayerDropMiniGameKillBox, self.PlayerDropKillBox, self)
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end
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--- 准备时间结束游戏开始
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function MiniGameMode_AvoidingSpikeStick:GameBegin()
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self.bIsInGame = true
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-- 二次赋值
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if not UE.IsValid(self.SpikeStick) then
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self.SpikeStick = UGCSystemLibrary.GetUniqueInstanceFromPath(self.SpikeStickPath)
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end
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if UE.IsValid(self.SpikeStick) then
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self.SpikeStick:StartPlay()
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else
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UGCLogSystem.LogError("[MiniGameMode_AvoidingSpikeStick_GameBegin] SpikeStick is nil")
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self:SetMiniGameModeEnd()
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end
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end
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function MiniGameMode_AvoidingSpikeStick:Update(DeltaTime)
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-- 判断该玩法是否已结束
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if self.IsGameEnd then return end
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-- Update逻辑
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-- 判断是否有玩家退出且场景没有玩家
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if self.bIsInGame then
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if self.LastCheckAliveTime == nil then
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self.LastCheckAliveTime = 0
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end
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self.LastCheckAliveTime = self.LastCheckAliveTime + DeltaTime
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if self.LastCheckAliveTime >= 2 then
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self.LastCheckAliveTime = 0
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if UGCSystemLibrary.GetAlivePlayerCount() <= 1 then
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self:SetMiniGameModeEnd()
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end
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end
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end
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-- Update逻辑 End
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end
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--- 设置游戏结束,手动触发会结束该玩法,倒计时结束将自动触发该函数
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function MiniGameMode_AvoidingSpikeStick:SetMiniGameModeEnd()
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if not self.IsGameEnd then
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self.IsGameEnd = true
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self:MiniGameEnd()
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end
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end
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--- 获取当前回合游戏结算,
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---@return "{[PlayerKey] = AddScore, ...}"
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function MiniGameMode_AvoidingSpikeStick:GetPlayerAddScore()
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return self.PlayerAddScore
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end
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--- 外层调用,判断该玩法是否已结束
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function MiniGameMode_AvoidingSpikeStick:CheckGameFinish()
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return self.IsGameEnd
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end
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--- 内部作用,判断玩法是否结束函数
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function MiniGameMode_AvoidingSpikeStick:CheckGameIsFinish_InternalCall()
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local AllPC = UGCGameSystem.GetAllPlayerController()
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local AliveNum = 0
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for i, v in pairs(AllPC) do
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if self.DeadPC[v.PlayerKey] == nil then
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AliveNum = AliveNum + 1
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end
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end
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if AliveNum <= (GlobalConfigs.IsDebug and 0 or 1) then
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return true
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else
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return false
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end
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end
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--- 结束触发
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function MiniGameMode_AvoidingSpikeStick:MiniGameEnd()
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if UE.IsValid(self.SpikeStick) then
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self.SpikeStick:StopPlay()
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-- 给存活玩家+4分
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for i, v in pairs(UGCGameSystem.GetAllPlayerController()) do
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if self.PlayerAddScore[v.PlayerKey] == nil then
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self.PlayerAddScore[v.PlayerKey] = 4
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end
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end
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else
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UGCLogSystem.LogError("[MiniGameMode_DigitalTrap_MiniGameEnd] SpikeStick is nil")
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end
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UGCGameSystem.GameState:SetPlayerMiniGameScore(self.PlayerAddScore)
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local MaxGameTime = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.AvoidingSpikeStick].MaxGameTime
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local AllPP = UGCGameSystem.GetAllPlayerPawn()
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for i, v in pairs(AllPP) do
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if v:IsAlive() then
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MiniGameConfig.CheckPlayerTask(v.PlayerKey, MiniGameConfig.MiniGameType.AvoidingSpikeStick, MaxGameTime - UGCGameSystem.GameState:GetGameTime(), false)
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end
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end
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UGCEventSystem.RemoveListener(EventEnum.StickOverlapPlayer, self.StickOverlapPlayer, self)
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UGCEventSystem.RemoveListener(EventEnum.PlayerDropMiniGameKillBox, self.PlayerDropKillBox, self)
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end
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------------------------------------------ Player ------------------------------------------
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--- 玩家死亡
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function MiniGameMode_AvoidingSpikeStick:PlayerDead(VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue, Assister)
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end
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--- 玩家伤害修改
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function MiniGameMode_AvoidingSpikeStick:PlayerDamageModify(DamageAmount, VictimPawn, CauserPC)
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if CauserPC ~= UGCGameSystem.GetControllerByPawn(VictimPawn) then
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return 0.
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end
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return DamageAmount
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end
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--- 玩家受控时
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function MiniGameMode_AvoidingSpikeStick:PlayerPossessed(PlayerKey)
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end
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--- 玩家BeginPlay触发
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function MiniGameMode_AvoidingSpikeStick:PlayerBeginPlay(PlayerPawn)
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PlayerPawn:SetCustomJumpZVelocity(443 * self.JumpScale)
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PlayerPawn:SetGravityScale(self.PlayerGravityScale)
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UGCEventSystem.SetTimer(UGCGameSystem.GameState, function()
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if UE.IsValid(PlayerPawn) then
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PlayerPawn:SetGravityScale(self.PlayerGravityScale)
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PlayerPawn:SetCustomJumpZVelocity(443 * self.JumpScale)
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UGCLogSystem.Log("[MiniGameMode_AvoidingSpikeStick_PlayerBeginPlay]")
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end
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end, 1)
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end
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---------------------------------------- Player End ----------------------------------------
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function MiniGameMode_AvoidingSpikeStick:StickOverlapPlayer(PlayerKey)
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if not self:CheckPlayerEliminated(PlayerKey) then
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local PlayerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey)
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if PlayerPawn then
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UGCLogSystem.Log("[MiniGameMode_AvoidingSpikeStick_StickOverlapPlayer]")
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UGCSendRPCSystem.ActorRPCNotify(nil, self.SpikeStick, "ClientHitPlayerEffect", VectorHelper.ToLuaTable(PlayerPawn:K2_GetActorLocation()))
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end
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self:PlayerEliminate(PlayerKey)
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end
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end
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function MiniGameMode_AvoidingSpikeStick:PlayerDropKillBox(PlayerKey)
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if not self:CheckPlayerEliminated(PlayerKey) then
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self:PlayerEliminate(PlayerKey)
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end
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end
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function MiniGameMode_AvoidingSpikeStick:PlayerEliminate(PlayerKey)
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self.DeadPC[PlayerKey] = 1
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self.EliminatePlayer[#self.EliminatePlayer + 1] = PlayerKey
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self.PlayerAddScore[PlayerKey] = self.AddScore
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self.AddScore = self.AddScore + 1
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local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
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local PP = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey)
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--if PP then
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-- PP:K2_DestroyActor()
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--end
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-- UGCGameSystem.ApplyDamage(PP, 999, PC, PP, EDamageType.GiveUp)
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if UE.IsValid(PP) then
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UGCPawnAttrSystem.SetHealth(PP, -1)
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end
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if PC then
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-- UGCSendRPCSystem.ActorRPCNotify(PlayerKey, PC, "BlendToGodCamera")
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PC:Server_SetSceneCamera(true)
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end
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if self:CheckGameIsFinish_InternalCall() then
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self:SetMiniGameModeEnd()
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end
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local MaxGameTime = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.AvoidingSpikeStick].MaxGameTime
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MiniGameConfig.CheckPlayerTask(PlayerKey, MiniGameConfig.MiniGameType.AvoidingSpikeStick, MaxGameTime - UGCGameSystem.GameState:GetGameTime(), false)
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end
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function MiniGameMode_AvoidingSpikeStick:CheckPlayerEliminated(PlayerKey)
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return table.hasValue(self.EliminatePlayer, PlayerKey)
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end
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return MiniGameMode_AvoidingSpikeStick |