127 lines
4.5 KiB
Lua
127 lines
4.5 KiB
Lua
local MiniGameMode_CollectNotes = {
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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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MiniGameScore = {};
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PlayerGravityScale = 1;
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JumpScale = 1;
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MoveSpeedScale = 1;
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}
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--- 游戏初始化
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function MiniGameMode_CollectNotes:Init()
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self.PlayerGravityScale = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.CollectNotes].GameParam.GravityScale
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self.JumpScale = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.CollectNotes].GameParam.JumpVelocityScale
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self.MoveSpeedScale = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.CollectNotes].GameParam.MoveSpeedScale
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self.RotatorAttachPath = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.CollectNotes].GameParam.RotatorAttachPath
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UGCEventSystem.AddListener(EventEnum.PlayerPickNote, self.PlayerPickNote, 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_CollectNotes:GameBegin()
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self.bIsInGame = true
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local AllRotatorAttach = GameplayStatics.GetAllActorsOfClass(UGCGameSystem.GameState, UE.LoadClass(self.RotatorAttachPath), {})
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for i, FloorAttach in pairs(AllRotatorAttach) do
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FloorAttach:StartRotator(true)
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end
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end
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function MiniGameMode_CollectNotes: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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-- 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_CollectNotes: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_CollectNotes: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_CollectNotes: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_CollectNotes:CheckTrapGameIsFinish_InternalCall()
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return #UGCGameSystem.GetAllPlayerPawn() <= 1
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end
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--- 结束触发
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function MiniGameMode_CollectNotes:MiniGameEnd()
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self.PlayerAddScore = UGCGameSystem.GameState:GetPlayerMiniGameAddScore()
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UGCEventSystem.RemoveListener(EventEnum.PlayerPickNote, self.PlayerPickNote, self)
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end
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--self.PlayerAddScore = UGCGameSystem.GameState:GetPlayerMiniGameAddScore()
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--UGCGameSystem.GameState:PlayerAddMiniGameScore(PlayerKey, 1)
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--UGCGameSystem.GameState:GetPlayerMiniGameScore(VictimKey)
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------------------------------------------ Player ------------------------------------------
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--- 玩家死亡
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function MiniGameMode_CollectNotes: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_CollectNotes:PlayerDamageModify(DamageAmount, VictimPawn, CauserPC)
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--if CauserPC.Pawn then
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-- SkillConfig.ExeSkill(SkillConfig.ESkillType.DetectPlayer, CauserPC.Pawn)
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-- UGCLogSystem.Log("[MiniGameMode_CollectNotes_PlayerDamageModify] Succeed")
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--end
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if VictimPawn ~= nil and CauserPC ~= nil and CauserPC.PlayerKey ~= nil and VictimPawn.PlayerKey ~= CauserPC.PlayerKey then
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SkillConfig.ExeSkill(SkillConfig.ESkillType.Stun, VictimPawn)
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end
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return 0.
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end
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--- 玩家受控时
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function MiniGameMode_CollectNotes:PlayerPossessed(PlayerKey)
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end
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--- 玩家BeginPlay触发
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function MiniGameMode_CollectNotes:PlayerBeginPlay(PlayerPawn)
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PlayerPawn:SetGravityScale(self.PlayerGravityScale)
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PlayerPawn:SetCustomJumpZVelocity(443 * self.JumpScale)
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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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UGCPawnAttrSystem.SetSpeedScale(PlayerPawn, self.MoveSpeedScale)
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UGCLogSystem.Log("[MiniGameMode_CollectNotes_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_CollectNotes:PlayerPickNote(PlayerKey)
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if self.bIsInGame then
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UGCGameSystem.GameState:PlayerAddMiniGameScore(PlayerKey, 1)
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MiniGameConfig.CheckPlayerTask(PlayerKey, MiniGameConfig.MiniGameType.CollectNotes, UGCGameSystem.GameState:GetPlayerMiniGameScore(PlayerKey), false)
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end
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end
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return MiniGameMode_CollectNotes |