2025-01-04 23:00:19 +08:00

173 lines
5.6 KiB
Lua

local MiniGameMode_DoNotFallDown = {
IsGameEnd = false;
-- 给玩家结算添加的得分{[PlayerKey] = AddScore, ...}
PlayerAddScore = {};
bIsInGame = false;
LastCheckPlayerBackPack = 0.;
MiniGameScore = {};
PlayerGravityScale = 1;
DefaultBackPack = {};
StarManagerPath = "";
RespawnList = {};
}
--- 游戏初始化
function MiniGameMode_DoNotFallDown:Init()
self.DefaultBackPack = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.DoNotFallDown].GameParam.DefaultBackPack
self.PlayerGravityScale = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.DoNotFallDown].GameParam.GravityScale
self.MoveSpeedScale = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.DoNotFallDown].GameParam.MoveSpeedScale
self.LaunchFloorManagerPath = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.DoNotFallDown].GameParam.LaunchFloorManagerPath
self.LaunchFloorManager = UGCSystemLibrary.GetUniqueInstanceFromPath(self.LaunchFloorManagerPath)
UGCEventSystem.AddListener(EventEnum.PlayerDropMiniGameKillBox, self.PlayerDropTrap, self)
end
--- 准备时间结束游戏开始
function MiniGameMode_DoNotFallDown:GameBegin()
self.bIsInGame = true
-- 二次赋值
if not UE.IsValid(self.LaunchFloorManager) then
self.LaunchFloorManager = UGCSystemLibrary.GetUniqueInstanceFromPath(self.LaunchFloorManagerPath)
end
self.LaunchFloorManager:SetAllFloorActive(true)
UGCEventSystem.SendEvent(EventEnum.UpdateBlockFloorCollision, false)
UGCLogSystem.Log("[MiniGameMode_DoNotFallDown_GameBegin]")
end
function MiniGameMode_DoNotFallDown:Update(DeltaTime)
-- 判断该玩法是否已结束
if self.IsGameEnd then return end
-- Update逻辑
-- 验证背包
self.LastCheckPlayerBackPack = self.LastCheckPlayerBackPack + DeltaTime
if self.LastCheckPlayerBackPack >= 1. then
self.LastCheckPlayerBackPack = 0.
self:CheckBackPack()
end
-- Update逻辑 End
end
--- 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
function MiniGameMode_DoNotFallDown:SetMiniGameModeEnd()
if not self.IsGameEnd then
self.IsGameEnd = true
self:MiniGameEnd()
end
end
--- 获取当前回合游戏结算,
---@return "{[PlayerKey] = AddScore, ...}"
function MiniGameMode_DoNotFallDown:GetPlayerAddScore()
return self.PlayerAddScore
end
--- 外层调用,判断该玩法是否已结束
function MiniGameMode_DoNotFallDown:CheckGameFinish()
return self.IsGameEnd
end
--- 结束触发
function MiniGameMode_DoNotFallDown:MiniGameEnd()
for i, v in pairs(self.RespawnList) do
UGCEventSystem.StopTimer(v)
end
self.RespawnList = {}
self.PlayerAddScore = UGCGameSystem.GameState:GetPlayerMiniGameAddScore()
self.LaunchFloorManager:SetAllFloorActive(false)
UGCEventSystem.RemoveListener(EventEnum.PlayerDropMiniGameKillBox, self.PlayerDropTrap, self)
end
------------------------------------------ Player ------------------------------------------
--- 玩家死亡
function MiniGameMode_DoNotFallDown:PlayerDead(VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue, Assister)
UGCGameSystem.GameState:PlayerAddMiniGameScore(VictimKey, -1)
if CauserKey then
UGCGameSystem.GameState:PlayerAddMiniGameScore(CauserKey, 1)
MiniGameConfig.CheckPlayerTask(CauserKey, MiniGameConfig.MiniGameType.DoNotFallDown, UGCGameSystem.GameState:GetPlayerMiniGameScore(CauserKey), false)
end
-- 复活死者
self:RespawnPlayer(VictimKey)
end
--- 玩家伤害修改
function MiniGameMode_DoNotFallDown:PlayerDamageModify(DamageAmount, VictimPawn, CauserPC)
if self.bIsInGame then
return DamageAmount
else
return 0.
end
end
--- 玩家受控时
function MiniGameMode_DoNotFallDown:PlayerPossessed(PlayerKey)
end
--- 玩家BeginPlay触发
function MiniGameMode_DoNotFallDown:PlayerBeginPlay(PlayerPawn)
PlayerPawn:SetGravityScale(self.PlayerGravityScale)
UGCEventSystem.SetTimer(UGCGameSystem.GameState, function()
if UE.IsValid(PlayerPawn) then
PlayerPawn:SetGravityScale(self.PlayerGravityScale)
UGCPawnAttrSystem.SetSpeedScale(PlayerPawn, self.MoveSpeedScale)
UGCLogSystem.Log("[MiniGameMode_AvoidingSpikeStick_PlayerBeginPlay]")
end
end, 1)
end
---------------------------------------- Player End ----------------------------------------
--- 验证背包
function MiniGameMode_DoNotFallDown:CheckBackPack()
local AllPawn = UGCGameSystem.GetAllPlayerPawn()
for _, PlayerPawn in pairs(AllPawn) do
for i, ItemID in pairs(self.DefaultBackPack) do
if ItemID > 0 and UGCBackPackSystem.GetItemCount(PlayerPawn, ItemID) == 0 then
UGCBackPackSystem.AddItem(PlayerPawn, ItemID, 1)
end
end
end
end
function MiniGameMode_DoNotFallDown:PlayerDropTrap(PlayerKey)
UGCGameSystem.GameState:PlayerAddMiniGameScore(PlayerKey, -1)
local PP = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey)
UGCPawnAttrSystem.SetHealth(PP, -1);
end
function MiniGameMode_DoNotFallDown:RespawnPlayer(PlayerKey)
-- 复活死者
self.RespawnList[PlayerKey] = UGCEventSystem.SetTimer(UGCGameSystem.GameState,
function()
if not self.IsGameEnd then
UGCGameSystem.RespawnPlayer(PlayerKey)
end
self.RespawnList[PlayerKey] = nil
end,
MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.DoNotFallDown].GameParam.RespawnTime
)
end
return MiniGameMode_DoNotFallDown